LHLUCAS
HOELZLEUNREAL ENGINE DEVELOPER
CV (EN)
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03 / GAMEPLAY / FOUNDATIONSPlayable learning prototype

First Person Gameplay

Small mechanics. A connected experience.

A progressive Blueprint learning project. Platforms, interaction, damage, checkpoints, respawn and HUD come together in a playable first-person level.

MY ROLEBlueprint gameplay development
ENGINEUnreal Engine 5
FOCUSReusable mechanics & integration
PROJECT TYPEIndependent portfolio project
First Person Gameplay gameplay screenshotWatch gameplayACTUAL PROJECT SCREENSHOT / Unreal Engine 5
THE PROJECT

The idea. The work. The result.

01

The challenge

Learn individual mechanics, understand how their nodes work and combine them into one playable level.

02

The approach

Twelve progressive modules cover movement, doors, pickups, health, interaction, scripted patrol, checkpoints and UI.

03

The outcome

A small playable scenario that connects reusable mechanics with player feedback, checkpoint storage and respawn.

MY CONTRIBUTION

I built the progressive Blueprint exercises and integrated the mechanics in the Mini Gameplay level. My focus was understanding execution flow, references, collision events and how systems communicate.

SEE IT PLAY

In motion. In engine.

Download video
ABOUT THE FOOTAGE

A short, silent gameplay preview converted from the original project GIF. The screenshots below document the underlying Blueprint systems.

TECHNICAL BREAKDOWN

How the pieces connect.

BlueprintsTimelinesEnhanced InputUMG
01

Movement & interactables

Timelines / Relative transforms / Custom Events

Moving platforms, automatic doors and an elevator use Timelines and relative movement. A button and a separate door communicate through Actor References and Custom Events. Overlap events drive trigger-based interactions.

02

Health & damage

BP_PlayerHealth / BP_DamageZone

Collision events, variables and conditional checks apply damage and update player health. The health HUD exposes the current value so the player can understand the result of a damage event.

03

Checkpoint & respawn

BP_11_Checkpoint / Character integration

A checkpoint stores a location used to return the player after respawn. BP_FirstPersonCharacter connects this location with movement, health, input and the HUD.

04

Input & presentation

Enhanced Input / WBP_12_HealthHUD

Enhanced Input handles movement, looking, jumping and interaction. A basic UMG widget displays health. The final Mini Gameplay level combines these systems with doors, platforms, collectibles and a goal.

05

Simple enemy patrol

BP_EnemyPatrol / Timeline

The enemy moves between defined positions using a Timeline. This is a scripted movement exercise; a Navigation or Behaviour Tree AI system is a future improvement.

ACTOR COMMUNICATION

From a button to a moving door.

Download explanation

The original 64-second walkthrough of ButtonCollision, Door Reference, Custom Event and Timeline rotation. Planned validation and overlap filtering are clearly identified as next steps.

STATUS & NEXT STEPS

Still building.

Potential improvements include Navigation / Behaviour Trees, richer UI, audio feedback, visual effects and level-design iteration. This project intentionally uses a simple blockout to keep the focus on gameplay fundamentals.

AUTHORSHIP & ASSETS

Clear contributions. Proper credit.

Blueprint exercises and gameplay integration by Lucas Hoelzle, using the Unreal Engine first-person project foundation. This is an independent learning and portfolio project.

NEXT PROJECT

Core Escape