IronRoot
Project Summary:
IronRoot is a fantasy-themed action RPG prototype developed in Unreal Engine, featuring a fully functional combat system, branching questlines, and dynamic NPC interactions. The game emphasizes polished movement, structured progression, and responsive player feedback across exploration, battle, and dialogue.
In the forgotten valleys of IronRoot, players step into the role of a lone wanderer, forging their path through combat, conversation, and consequence. This RPG prototype merges exploration, story, and responsive design to create a rich interactive experience.
I contributed to combat design, character control systems, narrative logic, and AI behaviours, building an immersive, mechanic-rich gameplay experience.
Narrative AI Systems:
Designed a lightweight system where key NPCs track the player’s past choices, tone, and quest outcomes using Blueprint and C++. This memory system dynamically adjusts dialogue responses, unlocking or gating future questlines.
Built a backend system where dialogue, combat, and decision-making subtly shift faction standing across the world. NPCs attitudes (hostile, neutral, allied) update in real-time, influencing quest availability, pricing, and narrative success. Exploring procedural quest prompts and branching variation driven by NPC memory, designed to scale systemic storytelling without linear scripting.
In the forgotten valleys of IronRoot, players step into the role of a lone wanderer, forging their path through combat, conversation, and consequence. This RPG prototype merges exploration, story, and responsive design to create a rich interactive experience.
I contributed to combat design, character control systems, narrative logic, and AI behaviours, building an immersive, mechanic-rich gameplay experience.
Narrative AI Systems:
Core Mechanics:
Implemented smooth third-person movement including walking, sprinting, crouching, dodging, and jumping, designed to feel responsive and intuitive during exploration and combat.
Developed both melee and ranged combat mechanics with real-time hit detection, enemy health logic, and visual/audio feedback for impactful attacks.
Built an interactive dialogue system using branching logic, allowing players to speak with NPCs, accept quests, and unlock different narrative outcomes.
Used Unreal’s Behavior Trees to give enemies including patrol routes, threat response, and dynamic attack patterns that adapt to player positioning and health.
Created a modular inventory where players could collect, equip, and manage weapons and consumables through a clean UI and seamless backend scripting.
Designed and laid out explorable zones with optimized paths, natural choke points, and interactive world objects to support quest progression and immersion.
Outcome:
This prototype demonstrates my ability to integrate multiple gameplay systems from core combat and movement to quest logic and enemy AI within a unified, responsive Unreal Engine experience. IronRoot served as a foundation for exploring dynamic RPG mechanics in a fantasy setting with polish and design cohesion.