Daniel Ibironke | Unreal Engine Games Designer
Lancer
Software Used: Unreal 5, Microsoft Word, Piskel
Genre: FPS



Overview
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Solo quest-based first-person shooter.
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Player controls Lancer, who infiltrates an evil robot spaceship.
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The level builds toward a boss fight at the end.
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Expanded an existing FPS framework with new weapons, doors, teleporters, quest logic, and boss behaviour.
Design Focus
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Designed a compact FPS level with combat, exploration, key doors, and boss progression.
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Used colour-coded keys and doors to communicate progression clearly.
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Added teleporters to connect different areas of the level.
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Designed weapons with distinct combat roles.
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Built the level around reaching and defeating the final boss.





Implementation
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Created a bubble shield inspired by Halo.
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Implemented key-locked doors with colour-coded access requirements.
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Added teleporters for moving between areas.
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Created multiple weapon child classes:
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Rapid-fire machine gun.
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Close-range shotgun.
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Homing mini-robot launcher.
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Grenade launcher with multi-explosion behaviour.
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Built quest UI updates for completed objectives.
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Programmed custom boss movement and damage behaviour.
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Created supporting visual assets and diagrams using Piskel and Microsoft Word.
Problem Solved
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Fixed projectile issues by creating a new projectile from the existing base projectile Blueprint.
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Adjusted collision settings so new projectiles dealt damage correctly.
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Solved grenade VFX scaling by using Niagara’s Scale Vector by Curve inside Scale Mesh Size.
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Fixed radial damage affecting the player from any range by excluding the player through self-reference checks.
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Improved quest update logic by using an endless loop on trigger volume overlap.
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Rebuilt boss behaviour from scratch when inherited framework logic caused issues.
Changes & Cut Features
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Cut an advanced diagonal-opening door because it did not look right.
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Replaced the original single-room spaceship concept with a larger multi-map structure.
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Added separate maps for the enemy spaceship and boss arena to improve pacing.
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Removed planned quest progress UI updates.
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Replaced a planned camera shake warning with a sound cue for the robot invasion.
Reflection
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The project improved my confidence with FPS systems, Blueprint inheritance, weapons, and boss logic.
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It also taught me when to rebuild a system from scratch instead of fighting inherited framework behaviour.



