Personal Project Showcases
Ghost Decoy Game Feature
Two-Stage Teleportation Gameplay Ability (UE5). Multiplayer Ready gameplay feature built within the Lyra starter project.

Hellshift Combat Prototype
Door Game Feature
Using Unreal Engine’s Lyra sample, creating a new interaction ability that allows players to open and close doors. Using Data Assets, I enabled designers to quickly swap door types and states without modifying the blueprint. Additionally, I documented the entire system, ensuring clear guidelines for iteration, usability, and future development plans.




Sword Overlap Tutorial
Interactive Abilities
Most of the combat is driven by a custom GameFeaturePlugin, handling most of the actions/features related to the Gameplay Ability System (GAS). This video primarily demonstrates Body Part Hit Traces, Weapon Slots, Weapon Animation Layers and Weapon Type Specific Damage. Everything shown is still in early development.
A short tutorial on how to properly use overlap events in UE5 to trigger trace hits without constantly hitting the same actor or keeping collision active the whole time. Main takeaways are to prevent multiple hits on the same actor, Control when collision is active, Clean up your overlap logic for better performance.
I developed a set of interactive abilities, including foliage that reacts to player movement by glowing using easing and overlaps, a force push that applies force based on a physics object size, and a puzzle detection ability that reveals hidden elements and enables targeted interactions when looking at specific actors with the crosshair.
Video Gallery
A collection of personal project videos.


