PROJECT BLADE
ROLE
Developer and Designer
DESCRIPTION
Project Blade is a turn-based JRPG combat prototype that brings the tactical depth and cinematic presentation of classic role-playing battles into Unreal Engine 5. Built under Phoenix Interactive, the project centres on a party of distinct heroes facing waves of enemies through a command-driven battle system, where players choose between Attack, Magic, and Techniques to outmanoeuvre their opponents. Each encounter unfolds as a strategic exchange — turn order, character stats, and timing shape every outcome — wrapped in a presentation that shifts between a sweeping view of the battlefield and intimate, over-the-shoulder framing on each character's turn. Drawing inspiration from the genre-defining combat of the Final Fantasy series, Project Blade pairs methodical, stat-driven strategy with the spectacle and flow of modern action-RPG presentation.
Developed in Unreal Engine 5 with Blueprint, Project Blade is built around a fully data-driven, modular architecture. A shared framework of combat, damage, and stat systems runs identically across every player and enemy unit, eliminating duplicate per-character scripting and keeping the project scalable. Character progression is powered by a CSV-driven stat pipeline of custom Structs and Data Tables that scales attributes across levels and layers per-character multipliers for specialisation. On this foundation sit a stat-based combat math system — translating Strength into outgoing damage and Stamina into defensive mitigation — and a Haste-driven initiative engine that calculates turn priority in real time and resolves stat-based ties. Autonomous AI Controllers drive both player and enemy units within the turn-based framework, while a context-aware command UI and a state-driven camera controller complete the experience. Still in active development, the prototype showcases gameplay programming, systems design, AI logic, and data-driven technical design in equal measure.
PLATFORM
PC
ENGINE
UNREAL 5.5
WIP (systems covered so far)
Done:
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Physical damage combat — Strength-based damage, Stamina-based mitigation
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Stat system — CSV-driven progression via Structs & Data Tables
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Per-character stat modifiers for specialisation
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Shared combat framework across all units — no duplicate scripting
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Haste-driven turn order with tie resolution
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Player & enemy AI within the turn-based loop
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Battlefield/over-the-shoulder camera system
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Reactive Action Command UI
Coming up next:
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Magic system (spending MP)
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On-screen damage numbers
GAMEPLAY






