Unreal AR FPS
This project was part of the Applied Technology module I completed at Abertay University. The objective was to develop a game prototype for an emerging technology, with the option of creating an AR game in Unreal Engine for Google Pixel devices.
​
The concept I pursued was an endless horde shooter, where players physically move in their environment to control the in-game camera and track incoming enemies. A key AR feature implemented was scene depth occlusion, which hides approaching enemies until the player adjusts their position to locate and engage them.
​
Key features of the project include:
-
Scene occlusion using Google Pixel devices
-
Camera control through real-world movement
-
Enhanced Input System with mapping contexts
-
Weapon selection and trajectory aiming components
-
Enemy AI using navigation meshes to pursue the player
-
Niagara particles to indicate when enemies hit the player
​
Leveraging my prior experience with Unreal Engine, I focused on adhering to Epic’s actor and component-based framework. This involved creating reusable custom components, such as the weapon and aiming systems, which can be attached to any actor needing a firing system or projectile trajectory—whether for gravity-based or non-gravity projectiles.
​