A mobile adventure built around interacting elemental systems.
An independent Unreal Engine prototype exploring elemental reactions, equipment, enemy AI, and nautical exploration.
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
Data-driven rule system
Prototyped a reaction database and resolver using gameplay tags, rule priority, and fallback combinations.
Persistence and equipment
Structured weapon instances, equipping, elemental tags, and state handling as reusable gameplay components.
Test interactions early
Validated reaction cases such as Fire + Ice producing steam and metal-on-metal interactions producing sparks.
Build outward
Expanded prototypes toward melee traces, health, enemy perception, state-driven AI, ocean presentation, and a cinematic menu.
Scope & evidence
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.
Related links
Supporting imagery and public artifacts can be added after a rights and confidentiality review.