Project Plan: GTA inspired RPG Game Development with Unreal Engine 5

Please also chek Houdini page for gun muzzle flash flash workflow

Project Summary

In my application for a position at Rockstar San Diego, I propose a comprehensive project plan for developing a GTA-like RPG using Unreal Engine 5. This project is structured into three main phases to efficiently demonstrate my extensive capabilities in game design and collaboration across multiple disciplines.

 

Phase 1: Prototype Testing
The initial phase involves developing a functional prototype to test core gameplay mechanics and the initial integration of interactive systems using Unreal Engine 5. This phase utilizes freely available assets to establish basic functionalities, focusing on character movement, vehicle dynamics, weapon systems, and preliminary environmental design.

 

Phase 2: Further Development
Upon successful validation of the prototype, this phase transitions into the development of high-quality, custom content and the refinement of game systems. Advanced features such as enhanced AI behaviors, detailed vehicle physics, comprehensive weapon mechanics, and full-scale environmental interactions will be implemented. This phase will extensively utilize the Houdini Engine for VFX and procedural modeling to expedite the creation of realistic and dynamic environments, leveraging Houdini Digital Assets (HDAs) to streamline landscape and urban development.

 

Phase 3: Test Packaging
The final phase focuses on rigorous testing and packaging of the game. This includes performance optimization, debugging, final asset integration, and ensuring the game meets all functional and aesthetic standards. During this phase, playtesting sessions will be crucial in refining the player experience and ensuring the game’s stability and playability on targeted platforms.

Technological Highlights
This project will heavily feature the use of the Houdini Engine to bring high-end VFX and procedural modeling capabilities into the Unreal Engine environment, significantly enhancing the visual quality and interactivity of game elements while speeding up environmental development. Perforce will be used as the source control tool, enabling efficient team collaboration, version control, and tracking of all changes and assets throughout the development process.

This detailed project plan showcases not only my technical expertise with Unreal Engine 5 and Houdini but also my ability to manage complex, multi-phase projects that align with the creative and technical demands of a leading game development studio.

 


 

Development log

Phase 1: Prototype Development

 

Devlog color coding

Red: need development

Green: completed

Blue: in progress

 

Objective

Sub-Systems and Features

·       Firing

·       Damage

Resources

 

Technical breakdown

Main character blueprint


1.       Function achieved:

a.       Character movement

b.       Camera movement

c.       Weapon equipment

d.       Weapon aiming

e.       Fire and effect

2.       Blueprint

a.       Input system initialization and movement

a.       Using UE5’s enhanced input system

b.       Use the forward vector and right vector of control to control movement respectively.

c.       Camera movement system reverses Y-axis


Weapon equipment/aiming/effect

a.       Use Boolean to confirm whether the weapon is equipped and aimed

b.       When the weapon is equipped, its visibility is set to true, ensuring it is rendered and ready for use within the game world.

c.       When the weapon is equipped, its visibility is set to true, ensuring it is rendered and ready for use within the game world.

d.       When the weapon is equipped, its visibility is set to true, ensuring it is rendered and ready for use within the game world.

e.       When the weapon is equipped, its visibility is set to true, ensuring it is rendered and ready for use within the game world.



Phase 2: Full Production

Objective

Timeline

Systems and Features Upgrade

New Technologies and Tools

Bonus Features


 


Phase 3: Test Packaging

Objective
The primary goal of Phase 3 is to ensure the game is thoroughly tested, optimized, and packaged for release. This phase focuses on refining the gameplay experience, addressing any remaining bugs or issues, and preparing the game for distribution to players.

Duration
Approximately 2-3 months, depending on the scope of testing and optimization required.

Key Activities


 

Art Style

Milestones and Deliverables