motherboard
unreal engine game
A first-person shooter built from the ground up in Unreal Engine 5 — combining AI-driven enemies, custom VFX, and full game systems through Blueprint visual scripting.
The idea
There was an old computer that used to just sit in my grandma's house, untouched, humming in the corner of a room I wasn't allowed to use as a kid. So I made up my own version of what was happening inside. I imagined a whole world running behind that screen, one I couldn't get access to.
That idea stuck with me. Eventually I wrote a story around it: viruses hacking the mainframe, and me jumping into the machine myself to fight them off from the inside. Motherboard is that idea built out as a first-person shooter. AI-driven enemies, environmental hazards, a full UI and audio pass, all built in Unreal Engine to turn a childhood daydream about a computer I couldn't touch into a game I could actually play.
AI enemies
The enemies run on Blueprint-based AI built from the ground up, no pre-made behavior packs. Each enemy uses an AI Controller paired with a Behavior Tree and Blackboard to manage decision-making. The Blackboard holds key variables like player location, attack range, and current state, while the Behavior Tree reads those values to decide what the enemy does next: patrol, chase, attack, or retreat.
For movement, I set up custom waypoint navigation using Nav Mesh combined with a series of target points placed throughout the level. Enemies patrol between these points until a detection trigger, usually a combination of line trace checks and a proximity radius, spots the player and switches their state from patrol to pursuit.
Attack behavior runs through custom event graphs rather than default combat templates. Each enemy type has its own attack function bound to animation notifies, so damage only triggers at the correct frame of the attack animation instead of the moment the animation starts. I used timers and cooldown variables to prevent enemies from spamming attacks, and added randomized delay ranges so groups of enemies don't all attack in sync.
Building it this way meant every piece, detection, pathing, attack timing, state switching, had to be wired manually node by node. It took longer than plugging in a template, but it meant I could shape exactly how aggressive, how smart, and how fair each enemy felt.
A first-person sci-fi shooter built in Unreal Engine featuring AI-driven enemies with waypoint navigation and custom attack behaviors. Includes interactive environmental hazards with particle VFX systems, comprehensive UI implementation (menu, pause, death screens), and atmospheric audio design. Developed entirely using Blueprint visual scripting with collision-based mechanics and dynamic gameplay systems.