Apoorv Mishra (Game Developer)

Third Person Shooter
This is a simple third person shooter game I made using Unreal Engine 5 and C++.
Role: Game Developer
Tools Used: Unreal Engine 5, C++
Overview:This is a third-person shooter game developed using Unreal Engine 5 and C++, featuring complex enemy AI behavior, a robust HUD, and a variety of game mechanics like weapon switching, ammo management, and win/lose conditions. The game showcases emergent AI behavior, such as patrolling, attacking, and investigating the player's last known location. The project was built from the ground up using C++ to create the underlying infrastructure, with Blueprints derived from C++ classes for efficient actor creation.
My Contributions:
Weapon & Ammo System:
Implemented ammo management and weapon switching mechanics, enhancing the player's control over their loadout during gameplay.
AI Behavior:
Designed and implemented complex enemy AI using Behavior Trees, with behaviors like patrolling, attacking the player when seen, and investigating the player's last known position. This led to dynamic and emergent gameplay, with AI chasing and ganging up on the player.
HUD & Win/Lose Conditions:
Developed a HUD to display essential gameplay information and incorporated win/lose screens to provide feedback on player progress and outcomes.
Animation System:
Used Anim Blueprints and BlendSpaces to create smooth, responsive animations for the player and AI characters.
Niagara Effects Integration:
Attached Niagara effects to simulate realistic muzzle flashes and bullet hits, enhancing the game's visual appeal.
C++ Class Development:
Built C++ classes for core gameplay systems, including:
Game Mode
Custom Base Pawn class
Pawn classes
Player controller
Gun class
AI behavior tree tasks and services
Impact & Results:This project demonstrated my ability to design and implement complex systems using Unreal Engine 5 and C++. The emergent AI behaviors created dynamic gameplay, while the solid underlying architecture allowed for easy expansion and modification of game features. The combination of C++ and Blueprints made for an efficient and scalable workflow.
























