Destroy Or Die

Third-Person Destruction Arena (Unreal Engine 5, Blueprints)

Fast-paced destruction game featuring dynamic combat systems, AI enemies, environmental hazards, and progressive difficulty scaling

Engine Unreal Engine 5
Programming Blueprint Scripting
Genre Action/Arena Combat
Status Complete

Project Overview

🏆 Developed comprehensive destruction arena with 8 integrated gameplay systems using Unreal Engine 5 Blueprints

🎮 Core Concept

Third-person destruction arena where players use multiple weapons to destroy objects while avoiding AI enemies and environmental hazards

🔧 Technical Focus

Blueprint scripting, AI behavior systems, procedural spawning, dynamic difficulty scaling, and comprehensive UI integration

⚡ Key Innovation

Progressive difficulty system affecting enemy behavior, environmental hazards, and object spawning for scalable challenge

🎯 Skills Showcase

Combat mechanics, AI programming, procedural systems, UI/UX design, and gameplay balancing

Key Features & Technical Highlights

💥

Dynamic Destructible System

  • Blueprint-based destructible objects with weapon-specific responses
  • Sword destroys pillars in 2 swings, rifle destroys frames in 2 shots
  • Integrated scoring system tracking destroyed objects
  • Skills: Blueprint scripting, damage systems, object spawning
⚔️

Chargeable Special Ability

  • Q-key triggered sword-throw mechanic with charge system
  • Destroys any pillar in projectile path
  • Resource management based on objects destroyed
  • Skills: Ability systems, resource management, visual feedback
🤖

AI Enemy Projectile System

  • Four stationary AI enemies with targeting behavior
  • HUD indicators showing incoming projectile directions
  • Difficulty-scaled projectile frequency and intensity
  • Skills: AI programming, behavior trees, UI integration

Environmental Hazards

  • Timed AOE lightning strikes with visual floor decals
  • Player feedback through clear visual cues
  • Intensity scaling with difficulty progression
  • Skills: Blueprint timers, AOE mechanics, visual design
🔄

Procedural Spawning System

  • Boxed arena spawner for destructible objects
  • Periodic spawning with difficulty-based scaling
  • Dynamic object type and frequency adjustment
  • Skills: Procedural generation, gameplay balancing
📈

Progressive Difficulty System

  • 4-tier difficulty affecting multiple game systems
  • Scales enemy projectiles, hazard frequency, spawn rates
  • Dynamic progression maintaining player engagement
  • Skills: Game balance design, Blueprint variables
🎮

Player Controls & Combat

  • Full third-person movement (WASD/arrows, jump, aim)
  • Multi-weapon system (sword/rifle switching)
  • Complete combat mechanics (attack, shoot, reload)
  • Skills: Input mapping, combat design, weapon management
🖥️

UI & HUD Integration

  • Comprehensive HUD with projectile indicators
  • Ability status, health, and score displays
  • Complete menu system (main, pause, navigation)
  • Skills: UE5 UMG, Blueprint UI, interactive design

Technical Skills Demonstrated

🔧 Blueprint Scripting

AI behavior programming and decision trees Player abilities and special mechanics Object destruction and interaction systems Game flow and state management

🎮 Gameplay Systems

Procedural object spawning algorithms Dynamic scoring and progression systems Difficulty scaling and game balancing Resource management mechanics

🖼️ UI/UX Design

Real-time HUD indicators and feedback Interactive menu systems and navigation Visual ability status and charge displays Player communication through visual cues

⚔️ Combat Mechanics

Melee and ranged weapon implementation Projectile physics and collision detection Multi-weapon switching and management Damage calculation and object interaction

🏆 Development Results

8
Integrated Systems
4
Difficulty Tiers
100%
Blueprint Implementation
2
Weapon Types