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Fragmented
Third-Person ARPG | Unreal Engine 5 | C++ | Solo Project

Project Overview

Fragmented is a third-person action game developed in Unreal Engine 5 that focuses on fast-paced combat, strategic ability usage, and clone-based gameplay mechanics. Built using Unreal Engine's Gameplay Ability System (GAS), the project explores scalable combat architecture, modular ability design, and responsive player combat inspired by modern action RPGs and MMORPGs.

The project serves as a technical sandbox for exploring advanced Unreal Engine systems, including GAS, AI integration, combat architecture, and modular gameplay design. Current development is focused on expanding the combat framework, implementing new abilities, developing AI-driven encounters, and building arena-based enemy spawning systems inspired by Black Desert Online's grind spot design.

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Roles Played:

Solo Gameplay Programmer

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Fragmented is both a personal and masters Degree final project, where I am responsible for the design, architecture, and implementation of all gameplay systems. The project serves as a platform for exploring advanced Unreal Engine systems, including GAS, AI combat behaviors, animation integration, and scalable gameplay architecture.

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Note: I DID NOT MAKE THE ANIMATIONS AND VFX THEMSELVES, but I did create the Animations Blueprints, Blend space, Notifies and Systems for the characters from scratch.

game Mechanics/Challenges/Solutions​

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Current Systems in Development

Gameplay Ability System (GAS)

 

Fragmented is built around Unreal Engine's Gameplay Ability System, forming the foundation for combat, AI interactions, character progression, and gameplay state management.

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Current implementation includes:

  • Custom Gameplay Abilities, Gameplay Effects, Gameplay Tags, and Attribute Sets

  • Event-driven ability activation and communication using Gameplay Events

  • Modular resource systems including Health, Stamina, Clone Charges, and Clone Build-Up

  • Ability-driven damage, healing, hit reactions, and status effects

  • Reusable gameplay architecture designed to support future characters and abilities with minimal code duplication

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Combat Framework

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Combat has been designed around responsive action gameplay while remaining fully data-driven and scalable.

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Current systems include:

  • Ability-driven melee and ranged combat

  • Damage calculation through Gameplay Effects and Attributes

  • Hit reaction framework using Gameplay Tags and GAS

  • Animation-driven combat flow

  • Reusable combat logic shared between player characters and AI

  • Modular gameplay systems allowing new attacks and mechanics to be added with minimal engineering effort

 

Clone System

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The Clone System is Fragmented's primary gameplay mechanic and one of the project's largest technical focuses.

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Current functionality includes:

  • Clone spawning and lifecycle management

  • Clone ownership and tracking systems

  • Clone Charge and Build-Up resource mechanics

  • Ability-driven clone creation and consumption

  • Gameplay Ability integration for clone-based combat

  • Expandable framework supporting future clone abilities and interactions

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The system has been designed to encourage strategic resource management while remaining flexible for future gameplay expansion.

AI Systems

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Enemy AI combines Unreal Engine Behaviour Trees with the Gameplay Ability System to create modular, reusable enemy behaviours.

Current implementation includes:

  • Behaviour Tree driven decision making

  • Gameplay Ability based attacks

  • Dynamic target acquisition and combat engagement

  • Melee, ranged, healer, and special enemy archetypes

  • Gameplay Tag integration for combat states and abilities

  • Shared AI architecture allowing new enemy types to inherit common behaviour while overriding specific functionality

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Arena & Encounter System

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Arena encounters are inspired by Black Desert Online's tower and grind spot mechanics.

Current features include:

  • Multi-phase arena encounters

  • Pillar-based progression mechanics

  • Dynamic enemy wave generation using Data Tables

  • Randomized encounter variations

  • Enemy pooling for improved runtime performance

  • Arena Manager responsible for encounter flow, wave progression, enemy tracking, and boss activation

The encounter framework has been designed so designers can create new wave compositions and encounter variations directly through Data Tables without requiring code changes.

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Technical Focus

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Fragmented is being developed with an emphasis on creating reusable gameplay systems rather than one-off implementations.

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Key technologies include:

  • Unreal Engine 5

  • C++

  • Gameplay Ability System (GAS)

  • Behaviour Trees

  • Gameplay Tags

  • Data Tables

  • Object Pooling

  • Interface-driven communication

  • Event-driven architecture

  • Modular gameplay framework

  • Clean, maintainable, and scalable code practices

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Current Development Goals
 

  • Expand the ability roster and combat options

  • Continue development of clone-based gameplay mechanics

  • Improve AI combat behaviors and encounter design

  • Build a scalable framework capable of supporting future content and gameplay features

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