Personal project · Unreal Engine · Gameplay Ability System

Grimoire 2

A class-based multiplayer third-person shooter with a low skill floor and a high skill ceiling. You play a recruit dropped into a magical medieval world that has plunged into civil war while also being invaded by a mysterious hostile force.

StatusPaused
RoleSolo developer (everything but the art)
TechUE4 → UE5, C++ & Blueprints, GAS
Grimoire 2 screenshot

My passion project and the sequel to Grimoire: Manastorm. It started as a way to learn Unreal Engine 4 and the Gameplay Ability System and grew into a full game that I worked on most weekends, later moving it to Unreal Engine 5. As the only developer I built everything except the art assets: engineering, level design, game design, UI/UX, animation setup, and a dozen other areas. It made me a much more well-rounded developer.

Features (as of 2022)

  • 2 game modes: PvE Horde (wave survival) and PvP Deathmatch (FFA)
  • 4 wizard and 4 fighter classes, each with 4 active and 1 passive ability
  • 5 movement and 5 trinket abilities
  • 6 basic enemy AI and 2 boss AI
  • 1 FFA map and 1 Horde map
  • Menus, settings, and a full HUD (action bar, nameplates, stats, combat log)

Skills used

  • C++ and Blueprints
  • Replication
  • Gameplay Ability System
  • System and combat design
  • Level design
  • AI
  • Animation
  • UI/UX design

Ruins: Horde mode (PvE)

Set in the ruins of an ancient, abandoned church long buried under the city above. Rumors and strange reports have prompted the local garrison to send a recruit to investigate.

Dungeons: Deathmatch (PvP)

Fighting has broken out in the city's castle and a jailbreak is in progress. The guards are slain, prisoners are loose, and the dungeons have become a free-for-all in the fog of war.