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LiveWire

An Unreal Engine 5 gameplay project exploring electrical powers, responsive movement, energy-driven abilities, procedural environments, and interconnected gameplay systems.

  • Unreal Engine 5
  • C++
  • Blueprints
  • Gameplay Ability System
  • PCG
  • Niagara
LiveWire

Gameplay systems.

Systems built to connect movement, abilities, animation, VFX, AI reactions, and player resources into a responsive character and world.

Feature Video
01

Combat & Gameplay Abilities

An electrical combat framework built with Unreal Engine’s Gameplay Ability System, connecting melee combos, ranged attacks, dash, and area-of-effect abilities. Animation, gameplay cues, VFX, and NPC hit reactions work together to deliver responsive combat and clear feedback.

Feature Video
02

Flight System

A free-camera flight system with directional movement, vertical control, takeoff transitions, and a high-speed supersonic state. Animation blending, electrical trails, and energy consumption connect traversal speed with the character’s available power.

Feature Video
03

Energy & Recharge System

An environmental recharge system that lets the player siphon electricity from power sources with distinct capacities and replenishment rules. Charge displays, interaction prompts, and electrical effects communicate energy transfer, while shared resource limits balance recovery against ability use.

Feature Video
04

Wanted System

A wanted system that connects the player’s actions to escalating enemy responses. NPC reactions and pursuit turn electrical powers into a source of both opportunity and pressure, bringing the combat and traversal systems together in a reactive world.

Feature Video
05

Living City

A city simulation combining autonomous vehicle navigation, walking NPCs, and a traffic light system. Moving traffic and pedestrian activity bring the streets to life, creating a populated urban environment for the player to explore on foot or from above.

Tools & Systems

Procedural world building.

Custom Unreal Engine tools for creating larger environments while reducing repetitive level-design work.

Tool Demo
01

Procedural City Generator

A PCG-based city system that distributes low-rise buildings, mid-rise buildings, and towers while generating parks, plazas, vegetation, benches, lights, and environmental details.

Tool Demo
02

Procedural Road Tool

A custom C++ spline-based road tool for drawing roads directly in the Unreal Editor, including generated road surfaces, sidewalks, curves, landscape placement, and PCG integration.

Tool Demo
03

Procedural Road Exclusion

A road-aware exclusion system that allows the procedural city generator to detect road space and prevent buildings and environmental elements from being generated inside the road network.