Revenge-
Volunteer boss rush project in Unreal Engine 5, focused on boss AI, State Trees, Blueprint organization, and technical integration with animation and 3D art.
An action boss rush in development where I contributed to technical adjustments for 8 boss AIs, Blueprint refactoring, and integration between gameplay, animation, and art.
Technical Highlights
- Adjusted AI behavior for 8 bosses using Unreal Engine State Trees.
- Worked mainly with Blueprints to debug and improve boss behavior.
- Integrated animation and 3D model updates into the project.
- Collaborated with the art team to ensure technical implementation worked correctly.
- Reviewed and refactored Blueprint logic to improve readability and reduce spaghetti code.
Project overview
Revenge- is a volunteer boss rush project developed in Unreal Engine 5, focused on boss battles, action gameplay, and AI systems.
I joined the project to contribute mainly to the technical side of the bosses, helping adjust, organize, and make the AI of different enemies functional. The project is still in development and has been an important experience in team collaboration, technical communication, and problem solving inside Unreal Engine.
My role
My work on the project involves gameplay programming, AI programming, and technical integration.
I take part in biweekly team meetings to discuss project progress, align priorities, and identify technical issues that need to be solved. During development, I worked directly on the AI of 8 bosses, adjusting behaviors, fixing bugs, and making sure the systems worked correctly inside Unreal Engine.
I also performed technical analysis of existing Blueprint code, refactoring parts of the project to improve readability, reduce unnecessary complexity, and avoid structures that would be difficult to maintain.
My main responsibilities include:
- adjusting the AI of 8 bosses;
- implementing and fixing behaviors using State Trees;
- reviewing existing Blueprints from a technical perspective;
- refactoring and organizing visual scripting logic;
- debugging AI, components, and boss behaviors;
- identifying and solving gameplay-related bugs;
- technical integration with animations and 3D models;
- communicating in English with team members;
- collaborating with art, animation, and design.
AI work
One of the central parts of my contribution was making the boss AI more functional and better organized. To do that, I worked with State Trees, an Unreal Engine feature used to structure AI behaviors in a clearer and more modular way.
This process involved understanding the existing logic, identifying behavior issues, adjusting transitions, debugging components, and making sure each boss responded correctly during gameplay while using the GDD as a reference for expected behavior.
Refactoring and organization
In addition to AI adjustments, I also worked on the technical organization of the project. I reviewed existing Blueprints, identified confusing or hard-to-maintain sections, and refactored them to make the logic flow easier to read.
This work helped improve project maintainability and made future changes easier for other members of the team.
Communication and collaboration
Because this is a collaborative project, communication with other team members has been an important part of the work. In some cases, technical problems involved areas such as animation, 3D models, and asset integration.
I needed to communicate in English with the team to understand issues, align solutions, and make sure the bosses worked correctly within the visual and technical context of the game.
Next steps
I am still working on the project and plan to go through a profiling phase to identify potential performance bottlenecks.
My goal in this next phase is to strengthen my interest in efficient code, performance analysis, and optimization by understanding where problems appear and how to solve them to improve the overall performance of the game.
What I learned
Revenge- has been an important experience for practicing team development, advanced debugging, Blueprint organization, and AI work in Unreal Engine.
The project also supports my growth as a gameplay programmer, especially because it involves bosses, AI systems, technical integration with other disciplines, and maintenance of a real project still in development.
Follow this project
This project is not publicly playable yet. You can browse other projects, read technical articles, or contact me.