SuperBrawl

Overview

SuperBrawl is a third-person superhero combat prototype built in Unreal Engine 5. It is focused on a modern action-combat loop: lock-on targeting, dodge and guard, stamina-style resource management, and a stance-based ability system inspired by character action games and MMO talent builds. The goal is to provide a single encounter slice that demonstrates how I design, implement, and tune moment-to-moment combat in UE5.

My Role

Solo developer (design, C++, Blueprints, animation integration, and encounter tuning).

Key Contributions

  • Designed the core combat loop around lock-on, dodge, guard, hitstun, and punish windows rather than button mashing.
  • Implemented a stance-based ability system so the player can switch loadouts and playstyles without hard-coded “classes.”
  • Built a UE5 character controller, camera, and targeting system suitable for close-quarters melee against a single boss or small groups.
  • Integrated animation blueprints and montages for attacks, dodges, blocks, and hit reactions, keeping timing aligned with gameplay windows.
  • Prototyped a boss encounter with distinct attacks, telegraphs, and punishable recovery periods to showcase reading, reacting, and counter-attacking.
  • Structured the project with clear separation between input, character movement, combat logic, AI, and camera behavior so it reads cleanly in code review.

Tech Stack

  • Unreal Engine 5
  • C++ gameplay classes
  • Blueprints for glue, configuration, and tuning
  • Behavior Trees or equivalent AI logic for the encounters

Why This Example Matters

  • Demonstrates that I can build and tune a modern third-person combat slice in Unreal, not just Unity.
  • Shows understanding of combat feel: timing, telegraphs, invulnerability windows, and readable enemy patterns.
  • Reinforces that I can work in UE5 C++ and Blueprint in a way that fits a larger codebase: clear ownership areas, limited god-classes, and separation of concerns.
  • Provides a concrete artifact aimed at the kind of UE gameplay / combat roles I’m targeting at AA and above.

How to Play

SuperBrawl is currently an in-development slice, not a shipped title. A downloadable build and video capture are available on request while the prototype is under active development.

Links

  • Source and project files available on request.