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Codename: "Dead End" Gameplay Study 03 WIP

Personal non profit study project (work in progress), study of UE5 blueprints and implementation of visual and gameplay concepts and ideas into functional interactive first person shooter type gameplay prototype. Exploring a concept of a fictional remote mining colony on a distant planet where you are contracted to shut down an automated labor system that has been operating for decades. I am generally attempting to achieve a certain mood and feeling/tone. I'd say its still a Concept Art project in it's core but in a more practical/interactive form.

It has been in development for about 2 years in my spare time.
New major features since last video:
-A Recycler for shredding junk or killed enemies to produce ammo if you all out or want even more.
-A Shield that acts partly as armor and partly as cover that you carry with you. It activates when you crouch (which is also the stealth mode if undetected) but hides the weapons while charging the sprint stamina faster.
-A "Quantum" Wall skipping system that allows you to go to other side of obstacles up to certain thickness, if it's reachable by player/enemy. Sometimes moves you up or down one floor (if the other side on same level is blocked).

Original music by: Daniil Kondratyev

Few 2d/3d assets (you might notice) are placeholders for now and were not created by me and not licensed and not intended for commercial use (will be replaced at later time with purchased or original work).
The main bulk of the game utilizes a mix of purchased asset store (FAB/older Sketch Fab) 3d models and 3d scans, 2d, and sounds. Some of those assets are modified and some are fully original work.

No AI has been used in production of this project (so far :)).