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Game Design & Programming with Blueprint

  • Apr 29
  • 2 min read

Updated: Jun 20


All programming required for the game was implemented entirely using Unreal Engine’s Blueprint system. I did not take any formal classes or receive instruction in Unreal Blueprints; instead, I learned independently through Epic Games’ official Unreal Engine website and YouTube tutorials, and adapted the knowledge to fit the specific needs of my game.



1. Interaction & Switch Camera



Character Blueprint, switch camera with aim point



In the game NOne, recognizing who you are and what form you take is a key element of the experience. Therefore, the game begins in a third-person camera perspective. However, since interaction with objects is essential, the player can aim at objects using the mouse and interact with them by pressing an interaction key. To make interaction more comfortable and intuitive, a camera switch system is implemented.


Interactive Icon: Flashback, Pickup, Light



2. Flashback Interaction


Interaction Blueprint

The player can use an interaction key to play a pre-rendered animation. The production process begins with modeling the object in Autodesk Maya and performing a basic UV layout. The model is then imported into Houdini, where the bottle is fractured and broken apart, followed by another UV adjustment process. The shattered bottle model is brought into Substance Painter for texturing before being imported into Unreal Engine.

After completing the programming through Unreal Engine’s Blueprint system, the pre-rendered video is imported into the game and set to play during the interaction. While the video is playing, the player’s controls are temporarily disabled.




3. Inventory & Memory Tab


  • Inventory

Inventory Blueprint


When the interaction key is pressed, the inventory widget opens, displaying the items the player has collected. The widget is designed to be dynamically updated in real time as new items are acquired. This system is implemented using a Blueprint structure that allows for flexible item management.

The inventory system is built as an Actor Component, while the inventory UI is created using a Widget Blueprint.



  • Memory Tab


Memory Tap still cuts & Flashback


The memory tab is also implemented using Blueprints, similar to the inventory system, but it is less complex. However, because a Blueprint capable of playing videos within the game had to be implemented, a separate pipeline was required. Additionally, since the videos must be included when packaging the game, extra configuration was necessary to ensure they were properly exported alongside the build.


4. Main Menu & Pause Menu


Capture of In-game: Main Menu & Pause Menu


I added a pre-rendered video to the main menu and set it to loop. In the pause menu, the game and player controls are naturally paused, and I added features such as returning to the main menu or viewing the credits.




Main Menu, Pause Menu - Blueprint





 
 
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