Shadows of Dawn#
Overview#
A first-person action-adventure multiplayer game built in Unreal Engine 5, featuring survival mechanics (health, hunger, thirst, and stamina), factions and AI-driven NPCs, weapon-based combat, and a data-driven tech/skill tree. The game is networked for listen-server multiplayer through Epic Online Services.
Links 🔗#
Skills / Tech Stack#
Contributions#
Developed the Gameplay Ability System (GAS) foundation with attribute sets, gameplay effects, and gameplay tags, and built the networked player abilities on top of it, including sprint with stamina drain and recovery, crouch and prone, damage, and death and respawn, later extended to humanoid NPCs.
Designed the data-driven tech and skill tree and developed a custom editor tool that generates gameplay-ability Blueprint assets directly from a designer data table.
Built the weapon system, including modular ranged weapons, networked equip, holster, and swap with replication, aiming, auto-fire, attachments such as magazines and sights, and animation-montage synchronization.
Implemented the replicated inventory with item pickup and drop, loadouts, and interaction interfaces for listen-server multiplayer, including interactable friendly NPCs.
Integrated Epic Online Services (EOS) multiplayer, with a game instance for listen-server lobbies, session create and join, and a Null OnlineSubsystem fallback for local testing.
Programmed the UI and HUD, including a delegate-driven survival-stat HUD, inventory, tech-tree, and settings menus, and input-context-aware controls.
Developed the editor and Python pipeline tooling, including quick Play-In-Editor buttons, custom details-panel categories, and scripts for unreferenced-asset detection.
Handled the UE engine version upgrades and Blueprint merge conflicts across integration merges.
Gallery 📹 📷#
Screenshots#