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FPS Playground Demo

Area of FocusGameplay Systems Design

Engine/Tools: Unreal Engine 5

Time of Development3 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 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.​

 
I designed a Base Activity Blueprint Class to set up the basics each minigame requires, including the number of tokens required to play.


With the modular parameters set up, I added token checks to the base class to either check for tokens or give them to the player when interacting with a minigame. Once that was finished, the blueprint was ready to be derived to create minigames.

image_2026-01-11_224107532.png

When users press a button, the token system checks the amount of tokens that player has accquired before it starts.

When a minigame ends, token amount rewarded from conditions are distributed to the player.

With this system, I created 4 minigames for players to play in the sandbox, from a simple one like Target Practice to something more complex, such as Protect The Terf.

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.

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