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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)

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SCOPE
Solo Project (Full Pipeline)

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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

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Movement Feedback

Animation didn’t fully match movement momentum

Improvement:
Align animation with velocity direction to improve readability.

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AI Depth

AI was functional but predictable, offering limited challenge

Improvement:
Introduce more reactive behaviours and varied attack patterns to improve combat engagement

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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

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Map Boundaries

Swinging allowed players to break out of the map

Improvement:
Used blocking volumes to define and contain the playable space.

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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

© 2026 Mitch Turner

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