This is the programming I made for my base "Enemy" AI I created, I used a very simple system to allow the enemy to move by using pawn sensing it allows an AI to see and hear its surroundings. For this specific AI the sight portion is linked to movement as when the player gets within its sight range it will know the targeted location and chase you down even if after the player gets out of sight range. There is also a basic damage system implemented that will damage a players maximum HP if the rectangular collision box touches the player.
These are all the rooms I made for my the map. It isn't completely finished that is why you will see some white walls. all the important rooms however have been detailed. I decided to keep certain aspects of the circus design by making hallways with curtains lining them this adds to the earie feel when the game is played and the entire game goes dark. aesthetically I began leaning towards a haunted mansion esq design as it better suited the resources I had at my disposal so I made rooms such as a library with a secret hallway at the back and a cellar which leads back to the main room through the a chimney to name a few. all these add to the maze design of the game as twists and turns with secret entrances can make the maze more confusing for a player to deal with. 
This isn't a screenshot from my project but it is still something I would like to make clear I did. This is the key system for a cut scene I made in another project. I have never worked with cutscenes before so this was a challenging aspect to wrap my head around. I did follow a tutorial for this mechanic and it benefited me greatly. With it I created a fully functioning trigger box and cutscene which when walked into gives the player and over view of the entire map to show them their final destination.
This is the all the modifications I made to the player UI. I added a sprint button with a stamina bar, a viewport tag the would play when the character dies and finally a health system to track if a player had made collision with an "Enemy" AI or not. I also added a spotlight system to the characters base mesh as it provided a way to give a minimized sight range which was crucial for what my game is trying to accomplish. Finally I made a fixed camera location as I intended to make the games view top down and adding a camera that sits at the top of the player while locking the camera movement aloud me to make that a reality. 
This is just a basic texture I had to make from scratch. This was due to the fact that the textures that I imported glitched and wouldn't show up in my game only as a grey. My solution to fix this problem was to create a custom texture to fix one of the crucial colours I needed, that being red. I have never made a custom texture before and it came out great and paired perfectly with what I needed to represent.
DMA Lite Portfoli
Published:

DMA Lite Portfoli

Published:

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