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FPS Playground Demo

Area of FocusGameplay Systems Design

Engine/Tools:  Unreal Engine 5

Time of Development:  3 Weeks

Goals:

  • Getting comfortable with Unreal Engine 5 and Blueprints.

  • Execute best practices for visual scripting backend game systems.

  • Gain knowledge on FPS mechanics.

Inspiration:
Inspired by the Headquarters hub from Call of Duty: WWII (2017), I designed a "playground park" sandbox featuring minigames and collectibles that let players earn tokens to upgrade their weapons or physical features.

The video below showcases a YouTuber who briefly discusses the activity sections of the headquarters. I used the information here as a reference while designing the minigames and the playground level.

4:17 - 4:53

Player Controller:

I implemented the player controller using the default FPS template in Unreal Engine 5. In addition to regular movement and locomotion, I added mechanics such as ADS, sprinting, recoil, reloading, and more.

Minigames and Progression:

I originally opted to create AI bots for users to compete against, but given the limited time and scope I set for myself (especially since this is my first Unreal project), I reverted to using Minigames instead. I aimed to create a fun "Chuck E. Cheese"- like vibe with each game, testing players to go beyond to earn more 'tokens', the better they perform.​

 

The main loop for each minigame was Spend Tokens -----> Play Timed Minigame -----> Earn Tokens ------> Buy Upgrades.  To support this loop, I created a token system to provide a sense of progression upon completing the minigames.

Target Practice

Advanced Target Practice

Dummy Target Practice

Protect The Turf

Upgrade Station:

As previously mentioned, I implemented a token system that allows users to collect tokens either scattered around the level or during minigames. To reward players,  I designed and scripted a modular upgrade station framework in Unreal Engine using a base BP_UpgradeStation class.

The upgrades available were:

  • Reload Center - instant reloads​

  • Ammo Increase - increase ammo capacity by 20

  • Fast Reload - increased reload animation speed.

I designed this system to encourage repeat visits through collectible token exchanges and to support scalability for future upgrades, such as new weapons, movement boosts, and unlockable minigames.

2026 UPDATE!

After becoming comfortable with C++ coding in Unreal Engine, I revisited this project to transition the Minigames and Progression Systems to C++, with child blueprints expansion in mind.

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