EVIL ISLANDS REMAKE
(WORK IN PROGRESS)

EVIL ISLANDS REMAKE
(WORK IN PROGRESS)

EVIL ISLANDS REMAKE
(WORK IN PROGRESS)

Top-Down RPG-RTS Playable Demo

Top-Down RPG-RTS Playable Demo

PURPOSE

PURPOSE

PURPOSE

Evil Islands Remake (temporary codename) is an Unreal Engine 5 remake
of the demo version of "Evil Islands: Curse of the Lost Soul" by Nival Interactive.


This portfolio piece showcases the ability to create a Full Playable Demo Game consisting of many different gameplay systems interacting with each other while keeping the project clean and scalable.


This project also showcases usage of vast UE Toolset and Frameworks such as:
GAS, Gameplay Camera System, Mover, StateTrees, and moreโ€ฆ

Evil Islands Remake (temporary codename) is an Unreal Engine 5 remake
of the demo version of "Evil Islands: Curse of the Lost Soul" by Nival Interactive.


This portfolio piece showcases the ability to create a Full Playable Demo Game consisting of many different gameplay systems interacting with each other while keeping the project clean and scalable.


This project also showcases usage of vast UE Toolset and Frameworks such as:
GAS, Gameplay Camera System, Mover, StateTrees, and moreโ€ฆ

tech

tech

tech

The project uses Unreal Engine 5 with aim to leverage the latest

Frameworks and Plugins, such as:

The project uses Unreal Engine 5 with aim to leverage the latest Frameworks and Plugins Unreal Engine has to give, such as:

Mover

Motion Warping

Gameplay Camera

System (Experimental)

Gameplay Camera

System (Experimental)

Gameplay Ability

System

Gameplay Ability System

StateTrees

StateTrees

UMG ViewModel

Animation Layering

Common UI

Animation Warping

3Cs (CAMERA, CHARACTER, AND CONTROL)

This is my first Top-Down "RTS like" portfolio piece, introducing new challenges to tackle and learn from.
The 3Cs in particular are very different and require different approaches:

Camera

The Camera is no longer a derivative of the Player Character, needs to be controlled freely and support additional configuration features.

Character

The Character is no longer a Pawn controlled by the Player, but an AI interacting with its environment providing additional layer of complexity.

Control

The Control is no longer a direct communication between the Player and the Character, but instead a request initiated by the Player and executed by the Character (or Characters ๐Ÿ˜‰).

CAMERA

For the Camera I'm using a GPC (Gameplay Camera) from the Gameplay Cameras (Experimental) plugin planned to move into Beta with UE 5.8.

The "RTS like" aspect of the game required additional configuration features for the Camera:

  • Edge Scrolling (with Boundaries)
    The Camera can be moved around using the mouse when it reaches the edges of the screen.
    The Camera movement is bounded by boundary volumes present in the level with behind-the-scenes validations that at least one boundary exists in a level.

  • Character Camera Tracking
    In addition to freely moving the Camera it is possible to make it follow a specific Character.

  • Camera Rotation & Zoom In/Out
    The Camera can be rotated to face different directions as well as Zoom In and Out.
    The Zoom In/Out is done using a Camera Variable Collection to drive the GPC's Boom Arm.

  • Reset to Face North
    At any given moment it is possible to reset the Camera Rotation to face North, either using an input or the UI.


3Cs
(CAMERA, CHARACTER, AND CONTROL)

This is my first Top-Down "RTS like" portfolio piece, introducing new challenges to tackle and learn from.
The 3Cs in particular are very different and require different approaches:

Camera

The Camera is no longer a derivative of the Player Character, needs to be controlled freely and support additional configuration features.

Character

The Character is no longer a Pawn controlled by the Player, but an AI interacting with its environment providing additional layer of complexity.

Control

The Control is no longer a direct communication between the Player and the Character, but instead a request initiated by the Player and executed by the Character (or Characters ๐Ÿ˜‰).

CAMERA

For the Camera I'm using a GPC (Gameplay Camera) from the Gameplay Cameras (Experimental) plugin planned to move into Beta with UE 5.8.

The "RTS like" aspect of the game required additional configuration features for the Camera:

  • Edge Scrolling (with Boundaries)
    The Camera can be moved around using the mouse when it reaches the edges of the screen.
    The Camera movement is bounded by boundary volumes present in the level with behind-the-scenes validations that at least one boundary exists in a level.

  • Character Camera Tracking
    In addition to freely moving the Camera it is possible to make it follow a specific Character.

  • Camera Rotation & Zoom In/Out
    The Camera can be rotated to face different directions as well as Zoom In and Out.
    The Zoom In/Out is done using a Camera Variable Collection to drive the GPC's Boom Arm.

  • Reset to Face North
    At any given moment it is possible to reset the Camera Rotation to face North, either using an input or the UI.


3Cs (CAMERA, CHARACTER, AND CONTROL)

This is my first Top-Down "RTS like" portfolio piece, introducing new challenges to tackle and learn from.
The 3Cs in particular are very different and require different approaches:

Camera

The Camera is no longer a derivative of the Player Character, needs to be controlled freely and support additional configuration features.

Character

The Character is no longer a Pawn controlled by the Player, but an AI interacting with its environment providing additional layer of complexity.

Control

The Control is no longer a direct communication between the Player and the Character, but instead a request initiated by the Player and executed by the Character (or Characters ๐Ÿ˜‰).

CAMERA

For the Camera I'm using a GPC (Gameplay Camera) from the Gameplay Cameras (Experimental) plugin planned to move into Beta with UE 5.8.

The "RTS like" aspect of the game required additional configuration features for the Camera:

  • Edge Scrolling (with Boundaries)
    The Camera can be moved around using the mouse when it reaches the edges of the screen.
    The Camera movement is bounded by boundary volumes present in the level with behind-the-scenes validations that at least one boundary exists in a level.

  • Character Camera Tracking
    In addition to freely moving the Camera it is possible to make it follow a specific Character.

  • Camera Rotation & Zoom In/Out
    The Camera can be rotated to face different directions as well as Zoom In and Out.
    The Zoom In/Out is done using a Camera Variable Collection to drive the GPC's Boom Arm.

  • Reset to Face North
    At any given moment it is possible to reset the Camera Rotation to face North, either using an input or the UI.


CREDITS

CREDITS

CREDITS

EPIC GAMES
MIXAMO
QUIXEL BRIDGE
NIVAL INTERACTIVE
EPIC GAMES
MIXAMO
QUIXEL BRIDGE
NIVAL INTERACTIVE

ยฉ Anton Vasserman 2025. All rights reserved.

ยฉ Anton Vasserman 2025.
All rights reserved.