
Blueprint Graphs
Obstacle System
Izcalli of the Wind
The focus of this blueprint was to create an easy to use system that incorporates linear, rotational, doorway, and trial integration by receiving activation from event begin play, collision, and events from C++ created assets. The need for this blueprint came from Izcalli of the Wind large design premise and wanting to be able to prototype different puzzles and obstacle types as possible.
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Coloring Grenade
Personal Project
After building a system that would recognize the player's mesh material color and apply a new color based off what other color the player walked into, I wanted to design a grenade that would self detonate after a few seconds and color the player's mesh. This was designed as the coloring system was useful for coloring puzzles. The standard obstacle was for the player to match their material's color to a doorway's color in order to pass, with a tracking system of the player's tries that would reset the game if they failed any gate after three attempts. The color grenade allowed me to provide a new form of tension for the player, as I already had obstacles that could color the player while moving and flashing. Since these obstacles could only use one color, I caused the color grenade to randomly select a color, making the player decide if they want to take a shot at making it to the gate or potentially stay in dangerous area.

Color Me
Spawn Blueprint
Paradise
A tool I prototyped in my Paradise level, I wanted a simple blueprint that could spawn any AI class easily, be well adjustable with a delay in spawns, and handle certain cues from the player, like if the player enters a room and the collider recognizes the entry and waits for the player to come back through before spawning enemies. While this spawn system only works for one at a time, it is still invaluable for quickly prototyping encounters.

Spawn Waves
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Explosive Arrow Interactable Objects
Isle of Bones
In my Isle of Bones level I had the player use explosive arrows for AoE combat to get around shielded enemies, but I wanted it to have environmental functionality as well. In this level I made one blueprint that had an array that keeps the knowledge of all the objects it is connected to, as well as the logic for executing an event afterwards, such as a level sequence, moving on a rotational or linear movement, etc. The other blueprint had an on collision event that recognized if an explosive arrow hit it.

Explosive Arrow Interactable Objects
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On Death Event
Isle of Bones
Another blueprint I needed for Isle of Bones was a gate that could keep track of enemies and if they died. The gates had a system that would count up to an integer determined by the user and execute an event. The Gate Swing event gets called by the enemy AI on event destroyed.

On Death Event
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