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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.

01

Electrical Flight & Supersonic Flight

An electrical flight system combining free-camera movement, directional locomotion, vertical control, stamina management, takeoff behavior, animation, and VFX, with a high-speed supersonic state that increases movement speed and energy consumption.

02

Electrical AOE Knockback

A charged electrical area-of-effect attack that releases a powerful radial burst, damaging nearby targets and knocking them away from the player. The ability combines animation-timed activation, electrical VFX and audio, character knockback, and physics-based reactions.

03

Electrical Dash

A rapid electrical traversal ability using stamina costs, ability timing, gameplay cues, character visibility effects, and regeneration rules.

04

Supersprint

A stamina-driven high-speed ground movement system with hold-to-sprint input, ability activation and cancellation, increased energy consumption, regeneration rules, animation integration, and gameplay cues.

05

Energy & Siphoning

A stamina-driven electrical energy system where environmental objects act as power sources with different charging behaviors, capacities, regeneration rules, and electrical effects.

06

Ability Interface & NPC Reactions

A dynamic ability interface paired with NPC reaction logic that allows AI characters to detect and respond to electrical power events, connecting player abilities with reactive world behavior.

Tools & Systems

Procedural world building.

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

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.

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.

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.