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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:

  • Physical damage combat — Strength-based damage, Stamina-based mitigation

  • Stat system — CSV-driven progression via Structs & Data Tables

  • Per-character stat modifiers for specialisation

  • Shared combat framework across all units — no duplicate scripting

  • Haste-driven turn order with tie resolution

  • Player & enemy AI within the turn-based loop

  • Battlefield/over-the-shoulder camera system

  • Reactive Action Command UI

Coming up next:

  • Magic system (spending MP)

  • On-screen damage numbers

GAMEPLAY

SCREENSHOTS

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