The Last Drop – Technical Design Portfolio
a Survival Moody Roguelite | UE5 + GAS
What’s Built Right Now
Core Systems Working
- UI Manager – overlay switching, input modes
- Cinematic Manager – cutscenes, pause/resume, skip
- Lighting Manager – mood control, fog, transitions
- Basic Enemy AI – detection, chase, GAS damage
Why These First?
Built foundation systems so every prototype mood and setting first. No testing mechanics in blank white rooms.
How They Work Together
UI + Cinematics + Lighting + Enemy = instant mood testing
- Prototype emotional beats fast
- Test atmosphere with working enemy
- Validate lighting during cutscenes
Technical Approach
- Event-driven communication between systems
- Component-based for rapid iteration
- Data-driven so designers can work without code
Coming Next
Phase 1 (Done): Foundation systems Phase 2 (Now): Winchester rifle + wolf companion Phase 3 (Later): Level design using established pipeline
Why This Order?
Foundation first → core gameplay → content creation Each phase builds on solid base.
What This Enables
Wolf companion mechanics get tested within proper horror atmosphere from start. No building mood later – it’s already there.
The foundation systems handle:
- Smooth transitions between gameplay and story
- Dynamic lighting for different emotional beats
- UI that gets out of the way during tense moments
- Enemy behavior that responds to player actions
This means when I add the rifle and wolf, they integrate into a system that already creates the right feeling.
Technical Design Approach
Built modular systems that talk to each other through events. Each component does one job well, but they combine for bigger effects.
Example: Enemy detects player → lighting shifts to danger mood → UI fades out distractions → cinematic system ready for wolf save moment.
Video shows working systems – UI Manager, Cinematic Manager, Lighting Manager, basic enemy AI.
Tools: Unreal Engine 5 (Blueprints & C++), Blender, Krita, Materializer, GitHub, Jira, Rider, Meshify
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