



A Side-Scrolling, 3D Platformer
Project Description
Artkana is a level-based, 3D, side-scrolling runner where you play as Kana, a mage trying to save her island from the evil Acryllo using spells and spray paint. Kana can use a wide set of abilities and spells to traverse the environment and battle enemies. This game uses timing and momentum to create challenging scenarios and drive the player to get creative with their gameplay.
Speed is a core mechanic which will be omnipresent through each level and the main factor in endgame progression. Speed will also be the primary avenue through which players will interact with the obstacles. There are four main tiers to speed, all with an accompanying visual, through a mixture of the in-game speed meter and different running animations. Speed will have three primary states that player actions and conditions will vary between: Gain, Loss, and Maintain. The three states will respectively allow the speed value to increase, decrease, and stay the same. It is the primary task of the player, and hook of the gameplay, to minimize the amount of “Loss” actions and utilize a mix of “Gain” and “Maintain” actions to stay at the highest tiers of speed.
The player will follow Kana through 5 unique levels as she faces off against Acryllo and his enemy hordes. Learn new spells, unlock new abilities, and master unique level mechanics suck as moving walls, deadly monorails, and magical winds. Each level will judge the player's performance based on completion time, enemies killed, and number of deaths.
Each level features unique cutscenes, telling the full story of the fight against Acryllo, leading to a boss fight that utilizes each level's unique mechanics and stage-based attack patterns to thwart Kana's advance.

Technical Implementation
Key Features:
-
Momentum-based speed system
-
7 unique spells
-
Cyan Slash - Upgraded melee attack
-
Bronze Bullet - Projectile attack
-
Verdant Vortex - Double jump
-
Dandelion Dash - Speed increase
-
Sakura Shift - Short-range teleport
-
Piercing Rose - Deals damage to enemies upon receiving damage
-
Lilac Lash - Grappling ability
-
-
Spell equipping system (1 primary and 3 secondary to choose between in-level)
-
Mana system that drains when you use a spell and regenerates as you hold a certain speed threshold
-
5 unique levels with various themes
-
Unique level mechanics
-
Bouncing platforms
-
Monorail obstacle
-
Moving walls
-
Moving conveyor belts
-
Magic winds
-
-
Unlockable spells through a store system
-
Rail grind mechanic
-
4 Enemy AI systems using behavior trees with a total of 9 enemy variants, all with unique abilities
-
Boss level with wave-based attacks using a behavior tree and using certain level mechanics
-
Level score system based on level completion time, enemies killed and player deaths
Challenges:
-
Finding a proper way to implement the rail grind mechanic was a challenge and the system had to change several times in an effort to make it feel polished.
-
Half way through this project, I started a full-time job so learning to manage my time and balance work with school was an adjustment.
-
We had several issues with GitHub throughout this project, forcing us to redo work several times. Since I was the owner of the GitHub, it would often be up to me to fix the issues that were presented. This challenge was useful to overcome, as I feel it gave me a better understanding of GitHub overall.
Role: Lead Programmer
Software used: Unreal Engine, GitHub
Language: UE5 Blueprints, C++
Duration: 30 Minutes
Target Platform: PC, XBox
Genre: Runner, 3D Side-Scroller, Platformer
Year made: 2026
Published: No

Side Scroller
Platformer
Runner

Teaser Trailer
Gameplay Trailer
Development Reflection
What I have learned:
Throughout this project, I feel that I have improved my Unreal Engine skills significantly. My understanding of Unreal's systems and best practices is much better than when I started. Similarly, I understand GitHub far more now than I did when this project began. I am grateful to have improved upon these skills and I will continue to develop them as I work on new projects in the future.
What I would do differently:
I believe that the project had too large of a scope and if we had decided to cut a few small mechanics or levels, the game may have come out more refined in the end. This was not necessarily my call to make, but I feel as though this could have improved the overall quality of the game.
Future Development Ideas:
I do not plan to continue work on this game, I feel that I should be focusing my efforts elsewhere. If I were to continue development, my main goal would be to refine the many mechanics that are present. I think from a programming standpoint, refinement is all that is truly needed and if development continued, perhaps more spells and level could be added.


Coming Soon...

Alpha Screenshots




Full Release Screenshots









Code Screenshots







