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 moreโฆ
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 moreโฆ
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 ๐).
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 ๐).
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 ๐).
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.