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Ravenous

4 Months    4   UE5

Ravenous grew out of a university group project centred on the theme of 'The Seven Deadly Sins,' with a particular emphasis on gluttony. As avid fans of first-person shooters, our team faced a unique challenge: creating an engaging experience without guns. So what is our solution? We gave the genre a twist.

This project was a pivotal learning experience that helped me master Unreal Engine and blueprints. I implemented advanced UI elements with the goal of improving the user experience and gameplay mechanics. From creating the main menu and pause menu to designing the immersive notes system, I ensured that players remained engaged throughout the experience.

Each level presented a unique culinary adventure, requiring players to collect all notes before progressing. Randomly generated ice, fire, or poison-themed maps add a layer of unpredictability, providing a new challenge with each playthrough.

Working with my talented teammates, Ethan Levitt, Jacob Phillips, and Thomas Holliday was a highlight of the project. We maintained high inspiration and productivity through effective communication and stayed motivated by our common goal of achieving top marks.

Ravenous brought together our passion for gaming and our commitment to innovation, resulting in a project that challenged conventions and encouraged team growth.

 

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