Adventure land

Built a five-level first-person collect-and-evade game with a persistent AI pursuer, full menu and graphics-configuration systems, and a deliberately tuned difficulty curve.

Team
Solo
Engine
Unreal Engine 5
Type
Personal project
Status
Released

Play it

Runs in the browser. Loads on demand so the page stays light.

The problem

A single pursuing enemy across five levels risks becoming either trivial once players learn it, or exhausting if it never lets up.

The approach

Tuned the pursuer to track dynamically and close distance on proximity rather than patrol fixed routes, so tension scales with how carelessly the player moves. Each of the five levels changes the geometry the chase happens in, so the same AI reads differently as the game progresses.

What I built

  • Challenging Gameplay: Avoid a constantly pursuing AI enemy while navigating complex environments and collecting hammers to progress through the levels.
  • Five Diverse Levels: Experience five uniquely designed levels, each offering distinct challenges, visual styles, and difficulty progression.
  • Advanced AI: A persistent AI enemy that dynamically tracks and chases the player, creating tension and excitement.
  • Professional Finishes: High-quality textures, models, lighting, and sound design ensure a polished and immersive gaming experience.
  • Menu Systems: Fully functional main menu with graphic configuration options, death events, and player stats.
  • Blueprint Mastery: Clean and efficient use of Unreal Engine 5's Blueprint system to create robust gameplay mechanics and interactions.
  • Hyper-Realistic 3D Environments: Detailed textures and lighting create AAA-quality visual effects that elevate the game's realism and atmosphere.

Gameplay

Screenshots

Built with

Engine
Unreal Engine 5
Languages
Blueprints
Tools
AudacityGIMP
Disciplines
3D asset creation and import (models, textures)AI behavior designAdvanced lighting systemsParticle effectsSound designGame balancingLevel designUIMenu creation

What I'd do differently

Keeping the Blueprint graphs clean and modular is what made the five levels maintainable — the AI and interaction systems were reused rather than rebuilt per level.

Links