A pirate-themed action-adventure game where I created enemy AI, player combat, and the final level leading into a three-phase boss battle.


Project Overview
Whack Sparrow is a pirate-themed action game built in Unreal Engine 4. As the player, you engage in combat against undead enemies and pirate crews while progressing through a multi-phase boss battle against the Pirate Captain. I worked as both a level designer and technical designer, focusing on AI development, combat mechanics, and final level construction.
Design Goals
Build a satisfying combat loop featuring melee and environmental damage options.
Design a level that supports escalating boss fight phases while introducing enemy variety.
Ensure each enemy has a distinct combat role and behavior loop.
My Contributions
Designed and implemented AI for all three enemy types: Skeleton, Pirate Henchman, and Cannon Pirate.
Developed the Pirate Captain's 3-phase boss fight with escalating difficulty and setting shifts.
Designed and built the final level including combat arenas and traversal sections.
Created all player combat mechanics including bombs, melee attacks, and cannon mounting.
Hooked up and tuned all animations for player/enemy combat and locomotion.
Implemented audio throughout the project.
Challenges
Balancing boss fight difficulty across multiple environments.
Creating enemy AI with distinct patterns while maintaining system reusability.
Supporting a cinematic boss progression while allowing player agency.
Solutions
Designed terrain that complemented each boss phase with meaningful gameplay differences.
Scripted enemy behavior trees with flexible states for aggression, ranged fire, and retreat.
Used cannon mechanics to link narrative and gameplay during transitions between boss phases.
Outcomes
Whack Sparrow was showcased as a polished team project, praised for its boss fight structure and memorable pirate theme.
My AI systems and level design were highlighted in team evaluations and presentations.
The final level served as a complete loop of combat, traversal, and boss escalation.




