Electrical Flight
A complete electrical flight feature combining free-camera movement, directional locomotion, vertical control, stamina drain, takeoff behavior, animation states, and electrical flight effects.
An Unreal Engine 5 gameplay project exploring electrical powers, responsive movement, energy-driven abilities, procedural environments, and interconnected gameplay systems.
Systems built to connect movement, abilities, animation, VFX, and player resources into a responsive character.
A complete electrical flight feature combining free-camera movement, directional locomotion, vertical control, stamina drain, takeoff behavior, animation states, and electrical flight effects.
A rapid electrical traversal ability using stamina costs, ability timing, gameplay cues, character visibility effects, and regeneration rules.
High-speed movement that integrates ground sprinting with powered flight, increased energy consumption, animation changes, gameplay cues, and supersonic flight states.
A stamina-driven electrical energy system where environmental objects act as power sources with different charging behaviors, capacities, regeneration rules, and electrical effects.
Unreal Engine's Gameplay Ability System provides the underlying framework for abilities, gameplay tags, stamina costs, effects, regeneration, ability states, and gameplay cues.
A dynamic player interface designed to represent available electrical abilities and communicate gameplay systems clearly to the player.
Custom Unreal Engine tools for creating larger environments while reducing repetitive level-design work.
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.
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.
Procedural exclusion zones allow city-generation systems to react to roads and reserve the correct space for streets instead of placing buildings inside the road network.
Rule-driven systems distribute vegetation, street furniture, open spaces, and building types while retaining variation between generated city blocks.