Asset Packs

Simple Dialogue

A modular, data-driven approach to a dialogue system done in Unreal Engine blueprints. Implements branching choices, auto-populated UI and event triggers to allow for flexible dialogue. Also features a dialogue slot system to dynamically assign different characters roles in your created dialogue.

Simple Non-Linear Quests

Similar to Simple Linear Quests, this adds quest categories such as Main quests, side and misc. quests in a non-linear manner. Allowing quests to be completed in any order, assign new quests on completion or not, and have prerequisite quests. All done using Unreal blueprints and data-tables.

Modular Spaceship stat system

A highly modular system for creating visual and stat based changes to spaceships and vehicles. Done using Unreal Engine’s blueprints and data tables to create an easy to use system, with a shop UI, all driven from developer defined Data

Simple linear quests

A simple approach done in both Unreal Engine’s blueprints and re-created in C++. Easy creation of data driven linear quest structures with plenty of available information easily accessible to developers for front-end, player oriented quest tracking, or back-end, linear tracking for the developer.

Ultimate glass pack

A re-creation of glass samples from the 1970’s from a collection of Mississippi Glass Co. samples. Done to extreme accuracy to the source content all using procedural textures and Blender’s driver system to automatically scale based on the desired size of the glass.

Epic Inventory

My first foray into C++, a highly customize-able inventory component and player stat component. Easily able to change how the inventory behaves, changing options such as whether to cap the inventory, what type of cap (weight, no. of items, no. of items/category), how the inventory UI stacks similar items. As well as using Unreal Engine’s render targets for a real time preview of the item and trig functions to keep object in view of the camera regardless of size. All driven by data with simple to use functions and structs defined in C++.

A-Maze Me

Not an Asset but a mobile game created in Unreal Engine. Utilizing procedural generation and first person controls, generate an unlimited number of mazes in two different styles. First project ever done in Unreal Engine.