🔥 IgKnighted – A Stylized Local Multiplayer Arena Shooter

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IgKnighted is a fast-paced, couch co-op arena shooter built in Unreal Engine 5 using Blueprints. Designed for local multiplayer mayhem, players face off against waves of enemies while collecting power-ups, dodging enemy fire, and racing for the highest score. Inspired by classic arcade energy and modern stylized visuals, the game features dynamic combat, painterly post-processing, and a responsive control scheme. Developed collaboratively by a multidisciplinary team, IgKnighted blends tight gameplay mechanics with polished visuals and smart system design—all brought together through agile development and hands-on iteration.


🔨 My Contributions


🎮 Input Mapping

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What it Does: Mapped controller and keyboard inputs to player actions like movement and shooting.

Key Features & Challenges:

  • Implemented a clean Input Action Mapping system via Unreal’s new Enhanced Input system.
  • Replaced deprecated input code to modern standards.
  • Required handling of multiple controllers for local multiplayer—a major UX focus.

Impact on the Game:

  • Enabled plug-and-play support for multiple input devices.
  • Established a scalable input foundation for future expansion (e.g., remappable keys).

👥 Local Multiplayer

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What it Does: Allows two players to play simultaneously on the same machine with separate controllers.

Key Features & Challenges:

  • Built custom GameMode Blueprint logic to support multiple players.
  • Handled player spawning, possession, and UI differentiation.
  • Took 2 full days, more than expected, due to intricacies of Unreal’s player handling and controller indexing.

Impact on the Game:

  • Made the game a shared, couch-friendly experience.
  • Established a robust framework for multiplayer, a core gameplay feature.

👾 Base Enemy Attack (Shooting & Aiming)

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What it Does: Enemies detect players, aim, and shoot projectiles.

Key Features & Challenges:

  • Rewrote enemy perception logic to reduce redundancy and improve clarity.
  • Implemented aiming and projectile logic in Blueprints, synced with animation triggers.

Impact on the Game:

  • Created combat tension and challenge.
  • Set the stage for more complex AI behavior and difficulty scaling.

❤️ Player Damage

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What it Does: Enables player health tracking and death when hit by enemies.

Key Features & Challenges:

  • Synchronized hit detection with enemy projectiles.
  • Triggered visual/audio feedback and death sequence.
  • Required balancing to keep combat fair.

Impact on the Game:

  • Introduced stakes to gameplay.
  • Provided a functional health system used in all combat scenarios.

✨ Collectables (Spawning, Score, UI)

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What it Does: Implements items that players can collect during gameplay to increase score.

Key Features & Challenges:

  • Procedural spawning system during waves.
  • Score tracking system integrated into the HUD.
  • UI dynamically updates when collectables are picked up.

Impact on the Game:

  • Adds a secondary game loop and reward mechanism.
  • Encourages movement and exploration during combat.

⚡ Power-Ups (Extended)

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What it Does: Power-ups grant temporary advantages (e.g., speed, attack boost), but now with smarter logic.

Key Features & Challenges:

  • Prevented players from picking up the same power-up multiple times.
  • Extended the base system to support stacking effects and timed buffs.

Impact on the Game:

  • Balanced and deepened the gameplay strategy.
  • Reduced redundancy and clutter in the level by avoiding wasted pickups.

🕺 Player Animations

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What it Does: Integrated character animations like idle, walk, shoot, and death.

Key Features & Challenges:

  • Learned and implemented UE5’s animation system using Animation Blueprints.
  • Aligned animation states with gameplay actions (e.g., shooting, being hit).
  • Faced a learning curve but found the system intuitive after initial practice.

Impact on the Game:

  • Brought the player character to life.
  • Enhanced the game’s polish and visual feedback significantly.

🎯 Overall Impact

Your work provided core systems used by all team members:

  • Established clean, readable Blueprint code used as a reference by peers.
  • Contributed features fundamental to gameplay: multiplayer, combat, progression.
  • Integrated technical systems with UI and art to support design goals.
  • Increased team productivity by resolving bugs and improving clarity.