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QINGgameplay developer

UNREAL ENGINE / C++ / VFX

Gameplay developer.

Building gameplay systems and original weapon effects: flight, movement, story and the feedback behind each action.

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VFX ARMORY

Weapon effects02

Original semi-stylized textures. Muzzle flashes, surface impacts and bullet trails.

Additive0.10 s / 16 frames
03 / 15
Backdrop

TEXTURE ART / WEAPON VFX

Ignition

Library
Atlas
1024² RGBA / 4 × 4 grid
Delivery
Opacity masks + editable frames

Texture files and Niagara setup guide included. Preview shows the delivered textures composited in 2D.

Watch pack showcase MP4 / 0.25× playback

Texture animation preview

Download MP4

WORLD MAP

Select your level03

Three different problems. Three gameplay systems to explore.

LEVEL 01 FLIGHT SIMULATION Source & gameplay

Alpine Flight

A light-aircraft simulation with an interactive cabin, an original alpine field and server-authoritative flight.

  • Fixed-step physics
  • Client prediction
  • Cabin systems
UE5.4 / Cold start, takeoff and flightDownload MP4
LEVEL 02 LYRA ARENA MOVEMENT Source & gameplay

Vector

A movement extension for Lyra with directional dodge, wall dodge, a second jump and Quake-style air acceleration.

  • Gameplay Ability System
  • Saved moves
  • Movement course
UE5.4 / Dodge, wall dodge and air movementDownload MP4
LEVEL 03 BRANCHING NARRATIVE RPG Source & gameplay

Lanternfall

One reserve circuit. Two futures. Decide whether the town's final energy cells power a field clinic or its radio relay.

  • Branching dialogue
  • Quest & inventory
  • Save / load
UE5.4 / Dialogue, inventory, save / load and a resolved questDownload MP4

SKILL TREE

From rules
to player feel.

I focus on C++ gameplay systems that work with Blueprint. Clear state, predictable behavior and useful designer controls guide these projects.

  1. CORE

    Make the rules explicit.

    State machines, fixed-step simulation and validated transitions keep gameplay behavior understandable.

  2. GAMEPLAY

    Put the player in control.

    Input, movement, interactions and feedback connect those rules to a playable experience.

  3. BLUEPRINT

    Leave room to create.

    Native functions and Blueprint events give presentation and content their own place to evolve.

GAMEPLAY LOG

From input to outcome.

  • ALPINE FLIGHT

    Identical inputs produce identical flight states for client prediction and replay. The native recording demonstrates cabin interaction, takeoff and flight.

  • VECTOR

    A Lyra 5.4 movement extension with directional dodge, wall dodge, a second jump and air acceleration. Its native recording follows a four-checkpoint course.

  • LANTERNFALL

    Two story routes share a persistent quest state, inventory and branching dialogue. Native gameplay demonstrates interaction, save/load and quest resolution.

ACHIEVEMENTS

Trophies0 / 6

Explore the page to unlock them all. Progress is saved in your browser.

    Explore the work.

    The gameplay projects have public source and native UE5 recordings. The VFX packs include original RGBA textures, editable frames and Niagara setup guidance.

    github.com/Eunini

    PLAYER TWO WANTED

    Have a game
    in mind?

    I'm interested in remote gameplay development and VFX texture work.

    Discord / _theini

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