Daniel Ibironke | Unreal Engine Games Designer
Tank Blaster
Software Used: Unreal 5, Microsoft PowerPoint
Genre: Action Shooter


Overview
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Solo action shooter where the player controls a tank.
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Player fights enemy tanks across multiple areas.
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The level includes multiple weapons, weapon swapping, doors, an elevator, and a final boss.
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The project was named Tank Blaster after completion.
Design Focus
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Designed a simple combat-focused shooter with weapon variety.
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Built progression around moving through multiple combat areas.
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Added a boss encounter with high health, fast attacks, and phase-based movement.
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Used glowing buttons and doors to guide level progression.
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Included different enemy behaviours, including chasing, random movement, and stationary enemies.
Implementation
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Created several equippable ranged weapons:
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Fast but weak bullets.
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Slow but powerful bullets.
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Long-range high-damage bullets.
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Flamethrower with steady damage output.
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Added glowing shootable buttons that open doors.
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Built an elevator transition for the later half of the level.
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Created a healing zone for player recovery.
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Implemented explosive barrels that detonate after being shot.
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Designed the final boss with three phases and area transitions.


Problems Solved
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Fixed the flamethrower not damaging enemies or explosive barrels.
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Changed object detection from Multi Sphere Trace for Objects to OverlapDynamic.
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Updated barrel object types so they could be affected by the flamethrower.
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Set enemy parent object types correctly so enemies could receive flamethrower damage.
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Attempted to fix the boss not dying at 0 health before the deadline.








Changes & Cut Features
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Cut healing barrels because regular healing pickups were more suitable.
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Removed the idea of equipping multiple weapons at once, choosing traditional weapon switching instead.
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Removed planned bonus weapons inspired by Shooty Skies.
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Cut the planned ending room, secret ending, and optional collectibles.
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Narrative elements were reduced, though some hints remained in the final game.
Reflection
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The project helped me practise ranged weapon design, damage logic, enemy behaviours, and boss encounter planning.
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The main takeaway was the importance of validating core combat systems early before adding extra weapons or narrative features.