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Case study 06 / Personal prototype / Unreal Engine

A mobile adventure built around interacting elemental systems.

An independent Unreal Engine prototype exploring elemental reactions, equipment, enemy AI, and nautical exploration.

ProjectThaumatic Seas
RoleIndependent design · Systems prototyping · UE Blueprints
StudioIndependent
StatusPrototype
Period2026
Original editorial illustration representing Thaumatic Seas

Original editorial illustration · Not a gameplay screenshot

The challenge

Create a modular reaction system in which elemental, delivery, material, and persistent-state tags can produce different combat outcomes.

What I worked on

01

Data-driven rule system

Prototyped a reaction database and resolver using gameplay tags, rule priority, and fallback combinations.

02

Persistence and equipment

Structured weapon instances, equipping, elemental tags, and state handling as reusable gameplay components.

03

Test interactions early

Validated reaction cases such as Fire + Ice producing steam and metal-on-metal interactions producing sparks.

04

Build outward

Expanded prototypes toward melee traces, health, enemy perception, state-driven AI, ocean presentation, and a cinematic menu.

Scope & evidence

UEUnreal Engine Blueprints
Datarule-driven reactions
MobileAndroid target

Experimental personal project. The systems described are prototypes and should not be presented as features of a released game.

What the work taught me

A small, testable systems architecture can unlock more expressive combat than a large collection of one-off effects.

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