A stylized action RPG that combines melee combat, rune-based magic, puzzle exploration, and mythologically inspired storytelling. Built in UE5.4 with systemic design and layered worldbuilding.


Project Overview
Wicked Arcana is a stylized action RPG where players master melee combat and rune-based magic to uncover a mythologically inspired narrative. The game blends environmental storytelling, ancient puzzle solving, and deliberate combat pacing, built to emphasize expressive world design and strategic player decisions.
Design Goals
Create a tactile and deliberate combat loop combining melee, magic, and dodging
Design rune-based spells that double as environmental puzzle tools
Foster a sense of mystery and discovery through symbolic and layered environmental storytelling
Support modular development for a mid-sized remote team using Agile pipelines
My Contributions
Designed and implemented the entire rune-based combat and magic system
Built player mechanics: stamina, health/death, melee (grounded + aerial), magic casting, and UI integration
Created all AI systems for 6 enemy archetypes, including ranged/melee logic, perception, and token-based attack behavior
Created AI system for a 2-phase boss, including ranged/melee logic, perception, and transformation behavior
Developed NPC AI with roaming, fleeing, and reactive behavior
Integrated HUD for health, stamina, equipped runes, and casting resources
Implemented Metasounds music controller for dynamic menu/gameplay transitions
Led sprint planning and cross-discipline collaboration (15–20 team members)
Authored design documentation for team coordination
Challenges
Balancing fast-paced magic and melee in a way that remained readable and deliberate
Ensuring runes felt powerful yet strategically limited by energy systems
Coordinating remote pipelines across narrative, level design, animation, and combat design
Solutions
Created clear telegraphs and cooldown structures for melee and magic
Tied runes to environmental interaction and puzzles to encourage exploration
Used sprint structure and ran regular team update meetings to maintain pipeline clarity and sync across a remote team
Outcomes
Successfully integrated systemic combat, exploration, and storytelling with a small-to-mid team
Design systems are scalable for future content drops and expansions
UI and AI systems were modular and reusable across player, enemies, and NPCs



