
Dodge, parry, and strike your way through waves of enemies in this Arkham-style freeflow combat game where you have no health, only your combo score. Land hits to build your score, but get hit and you lose it all. Perfect your timing, parry enemy attacks, and stay in control to keep the streak alive.
Built in Unreal Engine 5 with 60+ hand-keyed animations in Maya, the combat system features fluid combos, cinematic finishers, smart enemy AI and a dynamic targeting system. Every move flows seamlessly, delivering a fast-paced, immersive combat experience where style and precision are everything.
🔁 Freeflow Combat System 🔁
Built a dynamic enemy targeting and attack chaining system using UE5 visual scripting.
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Seamlessly locks onto and warps to the nearest enemy based on player direction and movement
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Enables fluid transitions between multiple enemies during combat
🥋 Combo System 🥋
Designed a responsive combo system with natural attack flow.
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Combo resets if the player delays input or completes the sequence
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Includes distance-based attacks (e.g. butterfly kick for long range, backhand for close range) to add variety and impact
💥 Finishers & Takedowns 💥
Implemented cinematic finishers triggered by low enemy health.
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Camera dynamically blends from gameplay to cinematic views based on player direction and enemy position
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Finisher animations are contextual and immersive
🎞 Smooth Animation Transitions 🎞
Ensured all attack animations, combos, and finishers transition fluidly.
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Maintained combat flow with seamless blending across all animation states
✨ Polish & Feedback ✨
Enhanced gameplay feel and visual feedback with multiple polish layers.
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Hitstops scale with attack damage for visceral impact
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UI feedback: Combo counter breaks when hit; parry uses Osu-style QTEs
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Dynamic camera zooms out based on surrounding enemy count
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Additive animations for nuanced movement (e.g. idle aim offset, locomotion leans)
🧠 Smart Enemy AI 🧠
Developed responsive AI that balances challenge and fairness.
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Enemies strafe and reposition strategically
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Implements a DOOM-style token system to limit simultaneous enemy attacks, avoiding player getting overwhelmed with attacks










Behind The Scenes
Software: Maya
Engine: Unreal Engine 5
Production Time: ~3 months
Responsibilities:
Led all aspects of gameplay and systems development, excluding 3D asset creation and SFX:
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Animation:
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Hand-keyed player and enemy animations in Maya
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Implemented animation systems including blend spaces, state machines, additive leans, aim offsets, and motion warping
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Visual scripting:
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Developed complex logic for freeflow combat, including target switching and combo systems
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Created real-time cinematic camera transitions during finishers
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AI Systems:
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Designed enemy behavior trees with DOOM-style token attack logic
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Gameplay & Visual Polish:
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Built VFX, UI, dynamic camera, and cloth physics systems to enhance immersion
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Production Management:
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Managed project timelines using Gantt charts, Jira, and agile sprints
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Awards

GradEX award winning!

Rookies Game of the Year Finalist


1st Place GradEX 2025 Winner: Games Animation & Technical Art