top of page
EFSS (4).jpg

GAME PREVIEW

Duration: 2 months

A LOCAL MULTIPLAYER TRADTIONAL FIGHTING GAME

Developed by a team of four in Unreal Engine 5.1, Extraordinary Fighter was a project based inside of my University where you play as our President, Nido Qubein. As project lead, I handled all core design & programming, including mechanics, multiplayer input, level design, playtesting, & UI, while teammates focused on modeling & sound effects

PHOTO REALISTIC LEVEL DESIGN

REAL LIFE PHOTO

I captured this campus photo as a reference for building a virtual version in Unreal Engine. Starting with core elements like buildings, grass, & roads, I recreated the scene step by step into a photorealistic level for the game.

real.jpg
game.jpg

IN GAME LEVEL

The in-game campus closely matches the real photo, built with Megascan assets and my teammate’s 3D models. Details like road signs, grass, brick walkways, and the fountain were recreated for a high level of photo accuracy.

LEVEL LAYOUT & BLOCKOUT

This is an early stage of the level coming together from scratch. I started by laying out the core environment pieces, testing scale & gameplay flow before adding detail, assets, & polish. 

image.png

GAMEPLAY AND PLAYER COMBAT

COMBAT

Players use fighting-style movement with jumping and crouching, enabling normal, crouching, & aerial punches / kicks for varied combat.

youtube-video-gif.gif
youtube-video-gif (1).gif

DEFENSE

Players can defend by blocking or dodging through jumps, crouches, or the block button. Blocking reduces incoming damage, adding strategy to defense & counterplay.

KEY TAKEAWAYS

WHAT WENT WELL?

The photo-realistic level design was the best and was a blast making, capturing campus landmarks with accuracy & detail. Walking down this road in real life now feels weird, seeing as I made it in this game. Core combat mechanics like crouching, jumping, & blocking gave players variety and came together well. Most importantly, the game received strong recognition, with approval from Dr. Nido Qubein and plans to showcase it at marketing events.

WHAT WENT WRONG?

Balancing combat was challenging, as some attacks felt more effective than others. Animations & hit detection weren’t always smooth, creating moments of awkwardness during fights. Development time was tight, so polish & extra combat features had to be cut to meet the deadline for ECGC 2023.

WHAT I LEARNED

This project taught me how to lead a small team, balancing design, programming, & collaboration under pressure. I learned the importance of level authenticity in connecting players to the game world and how polish can elevate even simple mechanics. Most of all, I gained confidence in making a polished level with realism.

bottom of page