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Temple of Thorns
Team Project using Unreal Engine 5 - My role: (Lead Systems Designer)
Contributions: Set up project in Perforce, player inputs/abilities, spells, damage types, blueprinting assistance, lock on system, player onboarding setup, testing, problem solving and debugging.
Itch.io page link
Project type
Third person fantasy puzzle platformer
Created With
Unreal Engine
Date
July 2026

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Temple of Thorns
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Basic Spell Blueprint
The basic spell blueprint was created to be a parent for all other spells. It has a collision sphere set as the default root and projectile movement with no modifications. The sphere is set block all and generate hit events. On component hit, I call a custom event to be overridden by the child blueprints.

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Fire Spell Child
Example of creating and customizing a child from base spell and adding custom Niagara effects to be activated.

04
Damage Class Target
Example of a blueprint checking for damage type of spell. This was the most modular way to allow my team to create any in game reaction to a spell simply by using this function.

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Spell Casting Checks
Checks for if the player is on cooldown or has enough mana for the equipped spell.

06
Spell Spawning
Checking the current equipped spell and spawning the corresponding actor as well as passing on their individual values.

07
Fire Spell
The vine actor responds to the fire spell and removes collision.

08
Ice Spell
The water reacts to the ice spell creating a bridge to cross over.

09
Lightning Spell
The lightning trap reacts to the lightning spell and shuts off.

10
My Spell Folder
Showing my folder organization as well as the spell and spell types created.

11
Spell Toggle Input
Input to switch to the next index in the player's spell array. If the index is invalid it resets to 0 being the first spell in the array.

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Mana Auto Event
This event is triggered after casting to refill the mana automatically overtime. It calls a function on a looping timer. The timer is promoted to be cleared and invalidated when necessary.

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Recovery Function
The function being called on a looped timer to recover mana automatically.
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Fountain Recovery Timeline (Part 1)
This logic gathers the starting overlap values of the stats from the player reference to ensure a successful timeline lerp.
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Fountain Recovery Timeline (Part 2)
This logic takes the starting overlap values of the stats and recovers them smoothly over the timeline until finished or the player steps off the fountain.

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Level Loader
This is a modular level loading script. The blueprint can be placed anywhere in the world and the level to load is instance editable.

17
Handle Damage
This is the damage and death function of the player. If the player takes damage and loses all health, their input is disabled and the respawn at the last checkpoint. The delay in yellow was added by a teammate to allow for the death animation. I originally displayed a game over widget.

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Player Blink Phase
This is called when the player takes damage and has more than 0 health after. It causes a visibility blinking effect.

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Hide Player from damage
The function called from timer to make the player blink visibility.

20
Item Collect Effect
This is just fun logic for making a mesh move up, scale down and spin faster when collected.
- Basic Spell Blueprint
- Fire Spell Child
- Damage Class Target
- Spell Casting Checks
- Spell Spawning
- Fire Spell
- Ice Spell
- Lightning Spell
- My Spell Folder
- Spell Toggle Input
- Mana Auto Event
- Recovery Function
- Fountain Recovery Timeline (Part 1)
- Fountain Recovery Timeline (Part 2)
- Level Loader
- Handle Damage
- Player Blink Phase
- Hide Player from damage
- Item Collect Effect
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