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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.

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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.

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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

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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.

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Mechanics & AI in editor
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