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FPS Playground

Area of FocusGameplay Systems Design

Time of Development3 Weeks

Goals:

  • Getting comfortable with Unreal Engine 5 and Blueprints.

  • Execute best practices for visual scripting backend game systems.

  • Gain knowledge and experience working 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 BP_BaseActivity 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.

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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. 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.

The upgrades available were:

  • Reload Center - instant reloads.

  • Ammo Increase - increase ammo capacity by 20.

  • Fast Reload - increased reload animation speed.

Blueprint Samples

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.

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