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CASE STUDY / 05Open-world survival · Final-year project

Digital Dynasty.

My award-winning Unreal Engine 5 final-year survival game, connecting exploration, crafting, construction and progression.

MY ROLE
Game development & gameplay validation
PERIOD
2023–2024
FOCUS
Unreal Engine 5 / Blueprint scripting / Crafting & building
Actual Digital Dynasty prototype footage showing a river, forested shore and the player’s survival HUD.Watch the prototype60-second showcase
Gameplay capture
IN THE PROJECT

See it in action.

Edited silent excerpt from the Digital Dynasty final-year presentation, showing actual prototype gameplay and Unreal Engine editor demonstrations.60-second showcase

A selection of exploration, inventory, crafting, construction and multiplayer test moments. Editor interfaces remain visible where they appeared in the supplied recording.

A CLOSER LOOK

Focused demonstrations.

Inventory and craftingInventory, equipment and Stone Hatchet crafting in the original prototype.10 seconds
Inventory, equipment and Stone Hatchet crafting in the Digital Dynasty prototype. Silent excerpt from the original final-year recording.
Construction and placementStructural placement previews and a timber staircase, with the original development context.11 seconds
Structural placement previews and a timber staircase in the Digital Dynasty prototype. Silent excerpt from the original final-year recording.
01 / THE CONTEXT

A connected survival loop.

Digital Dynasty gave me a practical setting for working through the dependencies of a survival game. Resources move through inventory and crafting into tools and structures, while experience and skills shape what a player can do next. The final report documents that loop through design diagrams, interfaces and manual test records. The supplied presentation shows the prototype in action, including inventory, exploration, construction, combat and multiplayer test scenes.

TOOLS & TECHNOLOGY
  • Git & GitHubVersion control and project source
  • Unreal Engine 5Gameplay and interactive environments
  • BlueprintsGameplay logic and reusable systems

The final-year report documents Unreal Engine 5, Blueprint scripting and Git/GitHub in the project workflow.

02 / MY CONTRIBUTION

Gameplay development and validation.

01

Gameplay systems and Blueprint development

I worked on the Unreal Engine 5 project using Blueprint scripting, connecting survival activities, player interactions and persistent game state within the wider game.

02

Crafting and construction

I verified that creating an item consumes the required materials and that structures can be placed consistently with terrain and collision rules. These checks test how inventory, crafting and the world agree.

03

Player interaction and progression

I verified movement, collisions and experience-based leveling, connecting immediate player input with the longer progression loop.

04

Saving and restoring progress

I verified saving and loading progress, including restored inventory and position. I focus on the state changes behind an interaction, as well as the experience the player sees.

03 / THE WORKFLOW

Resources, progression and saved state.

  1. 01
    STAGE 1 OF 5

    Explore and gather

    Move through the world, encounter resources and bring collected materials into the inventory.

  2. 02
    STAGE 2 OF 5

    Check a recipe

    Relate the desired item to its resource and progression requirements.

  3. 03
    STAGE 3 OF 5

    Craft and construct

    Consume the required materials to create items, then place structures subject to terrain and collision rules.

  4. 04
    STAGE 4 OF 5

    Develop capabilities

    Connect continued play to experience, leveling and skills that shape later survival activities.

  5. 05
    STAGE 5 OF 5

    Save and return

    Persist player progress and game state so that subsequent play can continue from the saved state.

Development notes

Inventory and recipe checks

The report connects collected resources with recipe requirements and item creation. My recorded validation checks material consumption during crafting; the focused clip shows the inventory, equipment and Stone Hatchet interface in the prototype.

Placement validation

Construction needs to connect inventory with terrain and collision rules. I verified structure placement in the final-year project. The focused construction clip shows placement previews and a timber staircase; the development map explains the checks without claiming it is the exact Blueprint implementation.

Progression and persistent state

My documented checks cover movement, collisions, experience-based leveling and save/load restoration of inventory and position. These are historical project test records; the original showcase remains available alongside the new focused excerpts.

DEVELOPMENT / BLUEPRINT LOGICExplore the development map
Explanatory Blueprint-style map of inventory, material checks, crafting, placement validation and saved progress.
Explanatory reconstruction based on my final-year project report. This is not an Unreal screenshot or an exact Blueprint graph.
  1. A crafting request checks the recipe against available materials before consuming inventory.
  2. Construction previews need terrain and collision validation; blocked placement returns to an adjustment step.
  3. Save and load checks verify that inventory and player position are restored consistently.
04 / DESIGN CONSIDERATIONS

When the game’s systems agree.

Dependencies across the survival loop

Inventory, recipe requirements, resource consumption and placement rules need to agree. A visible item-creation action is only one part of the state changes behind it.

Readable rules in an open world

Movement, terrain and collision constraints need to feel consistent with what the player sees. The report’s placement and movement tests focus on those boundaries.

Prototype evidence and future scope

The footage includes multiplayer test scenes and tribe interfaces. Expanded multiplayer, VR and cross-platform support remain future extensions in the report; the demonstration does not establish production hosting or large-scale reliability.

Digital Dynasty is my final-year project, developed within a team. The footage shows real gameplay and Unreal Engine demonstrations. The workflow summarizes documented systems, and the report’s manual test records reflect the project at that time.

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