Resident Evil Project



Project Objectives:

  • Recreate mechanics from Resident Evil 2 Remake in Unreal Engine 4
  • Design and blockout a level and narrative that would fit the style of Resident Evil
  • Create mission logic for the level

Project status: Work in Progress



Tools:

  • Unreal Engine 4 (Blueprint)

When beginning this project, I wanted to create a narrative and a level that not only fit the Resident Evil 2 Remake (RE2R), but that was also a playable experience. Due to this, I knew that before any enemies were implemented or any puzzles/levels designed, I would need an interaction system and an inventory system.


This required breaking down those features within RE2R and identifying each piece that would need to be created for these to work together.


The interaction system works on an area around the player and any interactable within the area will show a symbol above it. The symbol will change if an interaction is possible.


After implementing the interaction system, I begun work on the inventory system. This system needs to be scalable as there could be many items that I would need to add. This led me to create a ‘master item’ which had the interaction system added to it. This meant that whenever I needed to create an item, I can simply duplicate the ‘master item’ and add the details needed.


Once the master item had been created, I then implemented the grid-based inventory widget along with an action menu. Once these were done, I could then move onto adding each action from the action menu (use, combine & examine).