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CASE STUDY / 04Sci-fi action gameplay

Cosmo Conqueror.

At Subrickzz, I developed combat, enemy behavior and reusable mission systems for a sci-fi action game.

MY ROLE
Game Developer · Subrickzz
PERIOD
2024–2025
FOCUS
Gameplay systems / Behavior trees / Blueprints
Actual Cosmo Conqueror development capture showing an alien player character at a gold gate in the ruined city.Watch the prototype44-second showcase
Gameplay capture
IN THE PROJECT

See it in action.

Edited silent gameplay showcase from my Cosmo Conqueror development recordings.44-second showcase

A brief ruined-city transition, followed by selected Spirit, Iggy/Scorch and Reaper encounters. The edit keeps the original HUD and development context visible.

A CLOSER LOOK

Focused demonstrations.

Spirit boss encounterA closer look at ranged attacks, encounter effects and player movement.24 seconds
Silent excerpt from Alien Vs Spirit Boss Gameplay. Original gameplay HUD is retained.
Miniboss combatAiming, firing and reacting to moving fire attacks in the Iggy/Scorch encounter.24 seconds
Silent excerpt from IggyAndScorchMiniBoss. Development gameplay, with the original HUD.
Projectile feedbackA graybox test showing projectile effects and visible hit and health feedback.15 seconds
Silent graybox projectile demonstration. Internal diagnostic text is retained; desktop recording controls are removed.
Dragon flight and attackFlight banking, close passes and a fiery approach, showing another encounter in the development build.16 seconds
Dragon flight, close passes and a fiery attack in the Cosmo prototype. Original HUD and navigation-build status are retained.
01 / THE CONTEXT

The logic behind the encounter.

Action gameplay depends on systems responding coherently to the same moment: enemy behavior, combat reactions, animation and mission progression. My work on Cosmo Conqueror connected those layers through reusable gameplay logic. I also designed 33 story-driven missions, with branching narrative and reusable mission frameworks.

TOOLS & TECHNOLOGY
  • Unreal Engine 5Gameplay and interactive environments
  • BlueprintsGameplay logic and reusable systems
  • Behavior TreesEnemy behavior in Cosmo Conqueror
  • Niagara & ChaosGameplay effects and integration
  • Motion WarpingCombat interactions and reactions

Tools used across my gameplay development and integration work at Subrickzz.

02 / MY CONTRIBUTION

Combat, behavior and mission design.

01

Combat and enemy behavior

I worked on behavior trees, enemy and combat systems, including melee interactions, dodging, hit reactions and Motion Warping.

02

Mission and progression design

I designed 33 story-driven missions and worked on branching narrative, reusable mission frameworks and progression systems.

03

Gameplay integration

My contributions included gameplay architecture, Blueprint optimization and work with Chaos and Niagara.

03 / THE WORKFLOW

How an encounter moves forward.

  1. 01
    STAGE 1 OF 5

    Encounter context

    Frame the current objective and the player’s interaction with an encounter.

  2. 02
    STAGE 2 OF 5

    Behavior response

    Represent how enemy behavior can respond to the encounter’s changing state.

  3. 03
    STAGE 3 OF 5

    Combat interaction

    Connect player and enemy actions with movement, contact and reactions.

  4. 04
    STAGE 4 OF 5

    Gameplay feedback

    Relate those interactions to animation and effects that communicate the moment.

  5. 05
    STAGE 5 OF 5

    Mission progression

    Connect relevant gameplay events to the broader objective and progression loop.

Development notes

Behavior and encounter logic

My documented work connects Behavior Trees, combat interactions and mission state. The development map summarizes that relationship; it is an explanatory reconstruction rather than a capture of the project’s original Blueprint graph.

Reusable mission systems

I designed 33 story-driven missions and reusable mission frameworks. Organizing related gameplay events into shared logic helped structure the work across the human and alien perspectives.

Animation and prototype feedback

Motion Warping, Niagara and Chaos formed part of my integration work. The separate clips show encounter movement, attack feedback and a graybox projectile test. They demonstrate prototype behavior without establishing ownership of every animation or environment asset.

DEVELOPMENT / BLUEPRINT LOGICExplore the development map
Explanatory Blueprint-style map connecting encounter context, behavior decisions, combat, feedback and mission progression.
Explanatory reconstruction based on my documented gameplay work. This is not an Unreal screenshot or an exact project graph.
  1. Encounter and mission context shape what the gameplay systems need to respond to.
  2. Behavior Trees organize enemy decisions; combat and animation provide the response.
  3. Player feedback and mission state connect the encounter to progression.
04 / DESIGN CONSIDERATIONS

Responsive and readable combat.

Responsiveness versus coordination

Combat feels responsive when input, movement and reactions agree. Coordinating them becomes more demanding as interactions overlap.

Reusable logic, distinct encounters

Shared mission logic can support consistency, while encounter pacing and narrative context still need room for variation.

Readable behavior

Enemy behavior needs to serve the player-facing encounter as well as the internal logic. Clear reactions help make changing combat states understandable.

The videos are edited silent excerpts from development recordings of my work at Subrickzz. They show gameplay and a separate graybox projectile test, with prototype HUD and diagnostic feedback retained. Individual environment and character assets are part of the wider game. The mission count refers to design work; these recordings do not establish a shipped release or measured performance.

NEXT PROJECT

Digital Dynasty

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