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Quest Makers
QuestMakers is a fully playable third-person action-adventure level built in Unreal Engine 5. Designed and implemented as part of a production-style pipeline, the project simulates real-world AAA development workflows — from initial blockouts and combat systems to polished mechanics and cinematic transitions.
The level features a complete gameplay loop that blends exploration, combat, and light puzzle-solving over a 40-minute play session. The content was developed collaboratively by a small team, with a strong emphasis on modularity, iteration, and team communication.
This project is under the guidance of a subject matter expert, Ketul Majmudar, from the industry.
Project Type
Video game
⚙️
Time
Jan 2024 - May 2024
Team
Jinyi Dai, Tingyu Yan, Rushil Sojitra, Tianyi Lin, Mike Xu, Xun Zhang
My Role
Led the development of the game in Unreal Engine 5. Designed and implemented 7 character abilities using UE Blueprints for diverse player combat and exploration.
Integrated key level mechanics (combat triggers, puzzle logic, enemy spawns) using UE’s Blueprint scripting system and gameplay framework.
Technical Collaboration
Worked closely with level designers to ensure scripted events, enemy placements, and traversal elements aligned with pacing, layout, and player feedback.
Project Overview
For this project, we had 14 weeks to make a third-person action adventure level as a part of our semester project. We started the project with pre-production where we brainstormed different world settings for our level while creating a golden spike.
Then we finalized a magical world setting set in underwater ruins and created the game mechanics for that while simultaneously working on pitching two different level flow ideas internally. Once we finalized the ideas, we did our own worldbuilding and started production with blockouts of different acts. We playtested different acts every week with players outside the team and with our Subject Matter Expert, implementing feedback in every iteration.
In the last few weeks, we worked on tweaking the blockouts for a more polished feeling and added final touches to the VFX and systems in the level. The average time for completion of the level for a playtester was around 45 minutes.
Level Design
Level Flow
2D Map
Gameplay
Download and try the whole amazing level -> [GAME LINK]
Or check the full game walkthrough below:
My Role
Lead programmer, game designer
Combat Ability Development
Gameplay Scripting & Systems Integration