Divinity Wars

Originally conceived as a solo passion project to explore a genre I personally love, Divinity Wars is a fantasy strategy game centered on the eternal conflict between divine entities. Players take on the role of a chosen deity, guiding human followers through their lives to gather the resources necessary for progression. The core gameplay loop blends strategic resource management with high-stakes boss encounters, where players earn “Influence” by defeating creatures that personify human doubt.

From a technical perspective, this Unreal Engine 5 project serves as a deep dive into complex simulations and NPC lifecycles. I have focused heavily on building robust underlying systems, leveraging the Gameplay Ability System (GAS) for combat and State Trees for sophisticated AI behavior. My work involves engineering custom subsystems to manage global game states, integrating fluid locomotion sets, and architecting the technical framework that drives every movement and mechanic within the world.

SKILLS NEEDED

C++
Gameplay programming
3D Generalist
Technical art
Unreal Engine 5

PROJECT TYPE

PC/Console Game

PROJECT OWNER
PROJECT STATUS

PAUSED

Responsibilities

  • Solo project – developed everything from scratch.

Technical stack

  • Languages: C++ (Modern standards)
  • Engine: Unreal Engine 5
  • IDE & Development: Visual Studio
  • Source control: SVN
  • Code Debugging and Profiling: Sentry, Unreal Insight
  • 3D Software: Maya, zBrush
  • Texturing: Substance Painter, Substance Designer
  • 2D/UI: Photoshop, Illustrator

MY WORK ON PROJECT

As the solo developer of this project, I managed the entire production pipeline, from core programming to 3D modeling and animation. This project significantly strengthened my skills as a generalist, providing me with deep insight into the cross-departmental challenges that arise during game development.

Programming

The technical architecture of this project centers on multiplayer replication within Unreal Engine 5. To handle the character-based combat system, I leveraged the Gameplay Ability System (GAS) to manage weapon-specific skills. This framework provided the flexibility to dynamically swap attributes and abilities based on the player’s equipped items while ensuring robust network synchronization.

A secondary programming challenge was the development of a complex NPC behavioral system. I engineered a “mood-based” logic layer for “other-world” NPCs, where internal emotional states directly impact their decision-making process, creating a more unpredictable and reactive environment.

3D Generalist

To meet the requirements of a third-person perspective, I designed and executed the primary player character from scratch. This workflow included high-poly sculpting, retopology for the low-poly game model, texturing, rigging, and custom animations. I also architected the Animation Blueprints and motion blending systems, allowing for seamless walking patterns that adapt dynamically to whichever weapon the player is currently wielding.

Modeling, rigging, and texturing
Animations

UI

While leveraging the standard UMG framework for the interface, I found existing tools lacking for certain gameplay requirements. This led me to develop a custom Radial Menu system, which was engineered to be so versatile that I eventually polished and published it as a standalone plugin on the Unreal Engine Marketplace.

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