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Unreal Engine 5.6 · Hack N' Slash · Lead Designer · Lead Programmer · Motion Capture

David's Mighty Men

A third-person hack-and-slash project focused on city level design, cinematic gameplay, enemy AI systems, level streaming, and fast-paced action sequencing.

Gameplay Showcase

Project Overview

David's Mighty Men is a third-person hack-and-slash project developed in Unreal Engine 5.6. As a developer on the project from conception, I worked across level design, cinematic design, gameplay implementation, and enemy AI systems.

My work included map layout sketches, blockouts, set dressing, kitbashing, level sequencing, camera blending, level streaming, and enemy AI implementation. The goal was to create a visually interesting city space that supported navigation, combat pacing, cinematic moments, and player flow.

Role

Lead Designer / Lead Programmer

Engine

Unreal Engine 5.6

Focus

Level Design, Cinematics, AI Systems

Design Goals

Level Mapping

The level began with map layout sketches and planning. The challenge was to create a map that stayed to scale while still feeling visually interesting and easy to navigate. The city needed recognizable routes, areas of interest, and believable pathways.

David's Mighty Men level map sketch David's Mighty Men city layout map

Design Breakdown

Focus 01

Map Layout & Scale

Design Intent: Build a city layout that felt natural while keeping the player oriented and encouraging movement through important areas.

  • Created map layout sketches to plan the city before engine implementation.
  • Focused on scale, navigation, and visually interesting routes.
  • Used city structure to support combat flow and cinematic framing.
David's Mighty Men map layout
Focus 02

Blockouts & Player Pathing

Design Intent: Use blockouts to test building placement, sightlines, and player curiosity before committing to final art and set dressing.

  • Fine-tuned building layout and player pathing through blockout passes.
  • Used vertical buildings to create line-of-sight goals and navigation references.
  • Placed openings and alleyways to pull player curiosity through the city.
  • Compared layouts to identify which spaces felt natural and which needed revision.
David's Mighty Men blockout
Focus 03

Set Dressing & Kitbashing

Design Intent: Use artist-created assets to shape the level into a believable city while still maintaining clear player routes and strong readability.

  • Set dressed roughly 3/4 of the level through kitbashing.
  • Fine-tuned line of sight, shadows, and environmental composition.
  • Created navigable pathways so players could successfully move through the city.
  • Populated the city with props, torches, enemies, and gameplay elements.
David's Mighty Men set dressing
Focus 04

Level Sequences & Cinematics

Design Intent: Establish gameplay tone through fast-paced, energetic cinematics that transition smoothly back into player control.

  • Designed and implemented in-game cinematics using Unreal Level Sequencer.
  • Used camera blending, timing, and blocking to transition smoothly between cinematic cameras and gameplay cameras.
  • Animated characters per cutscene to support narrative and action beats.
  • Designed cinematic moments to support the pacing and tone of hack-and-slash gameplay.
Focus 05

Enemy AI Systems

Design Intent: Create enemy combat behavior that could pressure the player through AI perception, behavior trees, and environmental queries.

  • Implemented enemy AI systems using Behavior Trees and Sub-Trees.
  • Used AI Perception to detect and react to the player.
  • Used EQS systems to support enemy decision-making and positioning.
  • Connected AI behavior to the overall combat and encounter pacing.
David's Mighty Men AI systems

Image Gallery

David's Mighty Men gallery image 1 David's Mighty Men gallery image 2

Process & Documentation

Level, Cinematic, and AI Development

My process combined layout planning, blockout iteration, set dressing, cinematic sequencing, and systems implementation. Since the project required both design and programming responsibilities, I focused on keeping the level structure organized while connecting gameplay moments to enemy AI, props, and cinematic triggers.

Conclusion & Learnings

David's Mighty Men strengthened my ability to work across multiple disciplines in Unreal Engine: level design, cinematic design, level streaming, set dressing, and AI systems. The biggest challenge was keeping the level navigable and readable while also supporting combat, cinematic beats, and technical optimization.

Knowledge Gained

Areas for Growth

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