Porject Bug
A bug which can control the robots 

Project Bug is an experimental Demo I developed personally using UE5 in 3 month, integrating a variety of commonly used functions and elements in ARPG games. These include character switching, eight-directional locomotion, parkour, climbing, a close combat framework, and third-person shooting modules, among others. On the technical side, the Demo not only utilizes AI-generated content (AIGC) to create motion resources but also employs cutting-edge technologies such as Motion Matching and Procedural Content Generation (PCG), aiming to explore new domains and possibilities in game development.

Motion Marching

In this project, I venture into utilizing animations generated through AIGC alongside Motion Matching techniques for the development of character state machines

AIGC Animation

Using MoAI, one can generate corresponding animation assets simply by setting displacement data, thereby bypassing the redundant steps prevalent in traditional methods. This approach enables a swift transition to the state machine logic debugging phase, significantly enhancing efficiency. 

Motion Marching

Unlike conventional animation state machine logic, Motion Matching allows for the creation of high-quality, lifelike animations with lower resource consumption, while also avoiding the complexities of intricate animation state machine logic.

In publish state, we may still use old way to do the animation logic. But in development state, this method  could help designer more focus on game design itself rather than tunning the animation.

Melee Combat Framework

A combat system designed with boxing as its muse, integrating mechanisms for attacking, defending, dodging, and countering, allowing for diverse execution displays via varied maneuvers. The enemy AI is engineered to replicate player reactions, thereby enhancing the tactical engagement felt during combat.

Third-Person shooting

Bullet Time

Bullet Time effects reminiscent of Max Payne, activated upon evasion.

Dismemberment

The utilization of the UE plugin to implement limb dismemberment effects significantly amplifies the feelings of immersion and impact。

Enemy AI


A sophisticated AI system for standard TPS (Third-Person Shooter) games, featuring enemy behaviors such as searching, alertness, attacking, and seeking cover, all driven by a behavior tree.

Various Character Movement Modes(3C)

In order to present a diverse exploratory experience, the Demo features several distinct modes of movement: parkour for robotic characters, climbing mechanics suited for insect-like creatures, and flight capabilities. Parkour movements are tailored to the nature of obstacles encountered, with specific animations for seamless interaction, whereas the insect characters benefit from an advanced six-legged Inverse Kinematics (IK) system for realistic climbing behaviors.

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