The Path to Camelot
A solo combat and level design project in Unreal Engine 5: melee combat, enemy AI that hunts the player on sight, and a companion who follows along.
- Role
- Gameplay programmer & combat designer
- Team
- Solo, with shared and free assets
- Built with
- Unreal Engine 5, Blueprints, Maya, Mixamo
- Type
- Coursework
Overview
The Path to Camelot is a student project focused on combat and level design. I built it with free and classmate-made assets, Blueprints for the game logic, and Maya and Mixamo for animation.
My role
I implemented the player's melee combat and enemy AI that pursues the player once it spots them. I also built a companion character who follows the player through the level, and I designed and built the level itself.
Tuning the timing
The hardest part was animation timing. I wanted enemies that attacked quickly while still giving the player the time and the tools to react, and that balance was much harder to strike than I expected.
It made every iteration more satisfying, though. Small tweaks to the combat animations produced big differences in how the fight felt.
What I learned
I learned how many separate elements combine to make combat feel good, and how much of that depends on Animation Blueprints and precisely timed animations. I also learned where Blueprints are strong and where C++ becomes necessary for performance and complexity, along with the tools Unreal provides for building NPCs and enemies.
From development