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  • Writer: Ben Lesko
    Ben Lesko
  • Mar 16
  • 3 min read

Updated: Apr 13

Demon Sword

A hack-and-slash prototype focused on building interconnected combat and progression systems, with a hybrid HD-2D visual approach in Unreal Engine.

The project explores how combat flow and progression systems can be structured into a cohesive gameplay loop.


Role

Technical Designer


Engine / Tools

Unreal Engine Blueprint w/ PaperZD


Focus Areas

Checkpoint & save system architecture

Character progression and upgrade system

Combat rhythm and combo implementation

HD-2D visual pipeline



Checkpoint & Save System Architecture


A checkpoint-based save system was implemented to support longer play sessions and maintain gameplay continuity.


The save logic tracked core gameplay states, including:

  • level progression

  • unlocked abilities and upgrades

  • player combat state such as health and ammunition


As the scope of tracked data increased, maintaining clarity within Blueprint became a growing challenge. Early implementations were straightforward, but expanding system requirements introduced complexity that affected readability and long-term maintainability. To address this, the save logic was restructured around gameplay milestones rather than granular event tracking, simplifying the architecture while still supporting iteration needs.


This process highlighted the importance of balancing rapid prototyping tools with scalable system design practices.


Character Progression and Upgrade System


Player progression is driven by Red Orbs, an in-game currency earned through enemy encounters, exploration and combo performance. Higher combo ranks increase Red Orb gain, allowing more skilled players to unlock upgrades faster while still maintaining a consistent baseline progression pace.



Upgrades expand the player’s combat toolkit rather than simply increasing numerical power.


This includes:

  • extended combo chains, altering combat rhythm and enemy pressure management

  • new ammunition types, introducing ranged combat variation and resource decisions

  • mobility upgrades such as a double jump, affecting traversal and combat positioning


A key design challenge was ensuring that upgrades became available at the right time relative to enemy escalation, without enforcing a single optimal progression path. Permanent upgrade choices were balanced to support different playstyles, allowing players to approach encounters in multiple viable ways while maintaining overall difficulty consistency.


Combat Rhythm and Combo Implementation


Combat flow was built around an animation-driven combo system implemented using PaperZD. Attack chains were structured through animation sequencing, allowing inputs to extend combos while maintaining clear timing windows for responsiveness and readability.


A performance-based rating system (C → B → A) was integrated into combat encounters, influencing Red Orb gain and linking moment-to-moment execution with long-term progression pacing.



Much of the implementation involved iterative tuning of animation timing, transition conditions, and input buffering to ensure that chained attacks felt consistent across different enemy types and camera perspectives. The hybrid HD-2D presentation required additional adjustments to hitbox alignment and animation readability to maintain combat clarity.


HD-2D Visual Pipeline


The project adopted an HD-2D visual approach, combining pixel-art characters with fully lit 3D environments. Achieving this required extensive adjustments to Unreal’s default rendering configuration, including anti-aliasing settings, texture filtering behaviour, and sprite material setup to preserve pixel clarity while supporting dynamic lighting.



Custom sprite materials and normal map integration were implemented to allow 2D characters to interact more naturally with the engine’s lighting system. This created a more cohesive visual presentation but introduced technical challenges related to camera behaviour and spatial readability.


Due to limitations with Unreal’s orthographic camera at the time of development, the project relied on a perspective camera setup. This significantly affected depth perception during combat, making player positioning relative to enemies harder to judge. As a result, hitbox design and combat tuning required additional iteration to maintain gameplay clarity without compromising challenge balance.


This experience highlighted how visual pipeline decisions can directly influence core gameplay systems, particularly in projects combining 2D assets with 3D spatial mechanics.



What I Learned


  • systemic gameplay features must be designed with scalability in mind from the outset

  • visual pipeline decisions can directly influence gameplay clarity and mechanical tuning

  • progression pacing benefits from performance-driven reward structures rather than linear unlock paths

  • rapid prototyping tools require architectural discipline to remain maintainable as system scope grows

 
 

© 2025 Ben Lesko

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