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RTS Controller

I set out to build a prototype for an RTS player controller with a hard deadline of 1 month, for a game concept I've been poking at for about a decade. This is the result of that work. A robust prototype of player movement, selection and interaction, the bones of all interface elements built out in UMG, and even basic unit movement.
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This isn't a new game being worked on, or the start to a larger project - just a chance to explore the design, practice some programming, and challenge myself.
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Responsible for all code, UI design, iconography and game design.
Not responsible for background screenshot art, or unit and building artwork, those were used as placeholder for prototyping purposes from the abandoned Command & Conquer 2013.

Full breakdown of prototype and gameplay.

A number of small low poly prototype meshes used for the project. The red color is dynamically changed in game.

A number of small low poly prototype meshes used for the project. The red color is dynamically changed in game.

UI mockup
*not responsible for unit art or background image

UI mockup
*not responsible for unit art or background image

Timelapse of UI development

Final UI layout
*not responsible for unit and building artwork

Final UI layout
*not responsible for unit and building artwork

Final dynamically generated UI production menu
*not responsible for unit and building artwork)

Final dynamically generated UI production menu
*not responsible for unit and building artwork)