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Starshore

A 15-week gameplay prototype connecting character movement, abilities, targeting, inventory, shops, and data-driven pickups.

Role
Solo Technical Game Designer
Year
2025
Stack
Unreal EngineBlueprintsGameplay SystemsUI

Uncut gameplay capture from the Starshore prototype.

Open on YouTube ↗
Design and layoutControls and animationStats and ability managementAutomatic targetingInventory systemShop systemMaster pickup item

Project brief

At a glance
01Design goal
Build a complete playable loop around traversal, combat, items, and vendors without isolating each system into a separate test.
02What I owned
Solo technical game design, gameplay implementation, level design, UI, animation integration, and scene assembly.
03Scope
15-week solo prototype using third-party character and environment assets.

Delivered

  • Connected movement, abilities, targeting, inventory, shops, and loot through shared gameplay data.
  • Built reusable pickup and vendor workflows that can expand without one-off actors or manually authored interface screens.

Overview

Starshore was a solo project built over 15 weeks to explore how a small set of interconnected gameplay systems could support a complete playable loop. I handled the gameplay logic, character and animation Blueprints, level design, scene assembly, interface work, and system integration. Third-party character and environment assets were used to keep the focus on design and implementation.

  • Built the character movement, ability, targeting, inventory, shop, and loot systems.
  • Connected gameplay states, animation behavior, UI, and reusable item data.
  • Designed and assembled the playable space, using procedural foliage with hand-authored adjustments.

Why I made this

Starshore started as my attempt to understand why certain anime action RPGs feel so fluid. I wanted to build more than a controller demo, so I kept following the design into targeting, abilities, items, shops, and the smaller systems that make a playable loop hold together.

01

01 / World

Design and layout

The environment was assembled as a compact space for testing traversal, combat, vendors, and item interactions without separating each system into an isolated test room.

Procedural foliage volumes established the first pass quickly, followed by manual adjustments around routes, landmarks, and interaction spaces. Existing asset packs supplied the characters and environment art while I owned the level design, scene assembly, and gameplay implementation.

The assembled prototype environment and primary traversal space.
A second view of the level layout and scene assembly.
02

02 / Character

Controls and animation

The character can move in two primary states: standard locomotion and a faster flight mode. Flight begins with a double-tap forward input and ends when the input is released or the state is interrupted, keeping the transition quick without adding another persistent toggle.

The animation setup switches between a broad locomotion blend space for standard movement and dodging, and a narrower forward-driven blend space for flight. Attacks and reactions are played as montages through a dedicated animation slot so they can layer cleanly over locomotion.

Flight locomotion and animation blending in the editor.
Movement-state logic connecting input, locomotion, and animation.
03

03 / Framework

Stats and ability management

Health, mana, cooldowns, abilities, and temporary states share a consistent ability framework. Attribute values are modified through effects, while ability behavior and audiovisual responses are separated so each layer can be changed without rebuilding the entire interaction.

Tags track important gameplay states and provide a common language for conditions across the character, abilities, interface, and reactions.

Character attributes and ability configuration.
Effect logic used to apply and route gameplay values.
04

04 / Combat support

Automatic targeting

Basic spell attacks use passive target acquisition so the player can focus on movement and timing. Periodic sphere traces find nearby actors that expose the shared damage interface; once a target is found, acquisition pauses to avoid unstable retargeting.

The target remains valid while it is within 750 units and within 45 degrees of the camera's forward direction. Crossing either threshold clears the target and resumes acquisition. A future pass could add manual target switching without replacing the underlying validation rules.

Target acquisition and shared damage-interface filtering.
Distance and camera-angle validation for retaining a target.
05

05 / Interface

Inventory system

Inventory contents are stored as item identifiers that resolve to shared structured data. The interface creates its item entries dynamically, so the underlying list—not a manually authored screen—determines what appears.

Category filters rebuild the visible list from each item's type field. This kept presentation separate from the inventory data and made the same item definitions reusable elsewhere in the project.

The modular inventory interface and item detail view.
Filtering and dynamic item-entry construction.
06

06 / Economy

Shop system

Vendors define their available stock as a configurable list of item identifiers and call into the player's inventory component when a purchase is made. The shop interface builds its entries from that data using the same modular approach as the inventory.

Item position is calculated from its list index, allowing the interface to create a consistent grid for inventories of different sizes without hand-placing individual entries.

Vendor stock displayed through the reusable item interface.
Dynamic grid construction and inventory integration.
07

07 / Data

Master pickup item

Rather than creating a separate actor for every pickup, one reusable actor configures itself from a data table. Item data controls its identity and presentation, including rarity-based effects, while leaving room for unique meshes or additional effects when needed.

A loot component defines which items an actor can drop and in what quantities. When triggered, it spawns the configured pickups and applies an impulse so drops enter the scene with a readable physical response.

A rarity-driven pickup effect in the playable scene.
Reusable pickup and loot configuration in the editor.
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