RedCell

Creator, Designer, and Composer

Unreal Engine 5

World Travel · Quartz Music System · Combat · Inventory & Items · Abilities · Weapon System

RedCell is a third-person action-adventure game where players complete missions to rescue the main character's estranged father and destroy the "RedCell" Core of a corrupt AI corporation. They'll need to traverse a technologically advanced city and overcome waves of enemies using special EMP ranged and melee combat weapons, with both stealth and aerial traversal mechanics.

For this game, I wanted to understand how a true multiplayer framework is built. I refactored Epic's Game Animation Sample project from Blueprint to C++, and used the LyraGame framework as a structure and understanding for how the Gameplay Ability System works. This entire journey has also given me a deep understanding of Source Control, project structure, and the value of staying organized.

In active development — built in UE 5.7 on macOS · This site updates as the project progresses

Engine & Coding: Built in Unreal Engine 5.7 with C++ and Blueprints on a Lyra-based framework — server-authoritative gameplay, replication-aware systems, and data-driven design throughout.

Character & Asset Creation: Characters, weapons, and items prepared in Blender and Substance Painter — retopology, rigging, texturing, and low-poly bakes to Unreal Engine specifications.

Gameplay & Movement: A custom CharacterMovementComponent, Experience-driven input configs, motion-matched locomotion, animation curve blending, and special mechanics built as Gameplay Abilities.

Gameplay Ability System: Combat, traversal, interaction, and inventory all run through GAS with tag-driven activation and blocking, server-validated firing, and cosmetic feedback over GameplayCues.

Sound Design & Music Composition: Every sound and track is original — designed in Ableton Live, integrated through MetaSounds, with a Quartz-driven adaptive score composed per world.

World & Game Features: Each world ships as a GameFeature plugin wired up at runtime by an Experience definition, with seamless travel carrying the player's equipment and inventory between missions.

Level Design & Partitioning: Modular kit construction with PackedLevelActors and Level Instances, composed into World Partition maps with gameplay markup layered above the baked geometry.