WILD MAGIC
Technical Prototype: Modular Combat Framework
DESIGN OVERVIEW
PROJECT STATUS: Active Development (Collaborative Prototype)
Wild Magic is a technical exploration into **high-variance systemic combat**. My goal was to architect a modular spellcasting framework that prioritizes player experimentation and emergent interactions between elemental systems.
By utilizing a **data-driven architecture** in Unreal Engine 5, I developed a system where spells are not hard-coded, but rather assembled from discrete logic modules. This allows for a "combinatorial explosion" of gameplay possibilities.
TECHNICAL MILESTONES
- Modular System Architecture: Developed a proprietary "Spell-Node" system allowing for real-time modification of projectile physics and elemental logic.
- Systemic Interaction Matrix: Scripted a reactivity layer where environmental variables (water, wind, temperature) dynamically alter spell properties.
- Sensory Integration: Owned the creation of Systemic VFX and SFX logic to ensure every magical interaction provided high-fidelity player feedback.
- Lead Production Ownership: Managed the technical design pipeline and collaborative workflow for a multi-disciplinary team of seven developers.
PERSONNEL ROSTER
Ben Brook
Game Design / VFX / SFX
Joey Belt
Materials / Env. Art / Music
Alex Compton
Character Art
Phillip Corrado
Design / Programming / VFX
Greg González
Game Design / Motion Media
Spencer Hamm
Char. Animation / Rigging
John Washington
Design / Programming / UI
DEPLOYMENT TERMINAL
CONDUIT_STATUS: MAGICAL
MANA_STABILITY: 98.4%
LEY_LINE_SYNC: ACTIVE
SPELL_ENGINE: UE5.4.1
ESSENCE_FLUX: PURIFIED
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