Malware Detected- Blueprints
This project was developed entirely in Unreal Engine using Blueprints, with an emphasis on systemic logic, state-driven behaviour, and event-based control. I implemented a central virus progression system that continuously updates through timers and directly influences multiple gameplay systems, including difficulty scaling, input manipulation, and conditional logic across the experience. Blueprint features such as custom events, ForEach loops, branching logic, timers, and shared variables were used to coordinate behaviour between systems and ensure consistent escalation over time. The project was also used as an opportunity to deepen my understanding of Widget Blueprints, particularly in managing real-time updates, input handling, and communication between gameplay logic and on-screen elements through Blueprint-driven systems.
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