Wild Magic Concept
UE5 // SYSTEMIC GAME DESIGN

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
ARCANE UPLINK ESTABLISHED
RESONANCE: HARMONIC
SPELL_ENGINE: UE5.4.1 ESSENCE_FLUX: PURIFIED
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