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SUN WUKONG
Designing Fast, Fluid Traversal Around a Core Movement Mechanic
Third-person action prototype built around physics-based swinging and melee combat.
Built to test whether a single traversal mechanic could drive combat, level design and overall game flow.
2023 - 2024
ROLE
Technical Game Designer

FOCUS
Movement, Combat, Prototyping
ENGINE
Unreal Engine 4 (Blueprint)

SCOPE
Solo Project (Full Pipeline)

GOAL
Build a physics-based swinging system that feels strong enough to stand on its own.
Then design combat and levels that support it, while exploring where movement enhances gameplay rather than forcing it everywhere.
CORE SYSTEMS
CHALLENGES & IMPROVEMENTS

Movement Feedback
Animation didn’t fully match movement momentum
Improvement:
Align animation with velocity direction to improve readability.
AI Depth
AI was functional but predictable, offering limited challenge
Improvement:
Introduce more reactive behaviours and varied attack patterns to improve combat engagement
Level Adjustment
Some areas allowed players to rely less on the core system
Improvement:
Design environments that consistently reinforce movement as the primary way to navigate and engage
Map Boundaries
Swinging allowed players to break out of the map
Improvement:
Used blocking volumes to define and contain the playable space.
OUTCOME
✔ Build a physics-based swinging mechanic that felt satisfying on its own.
✔ Design a combat system framework.
✔ Design level layouts that support systems around the movement and combat.
MORE GAMEPLAY
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