RELIC SCAVENGER

Solo Project - 3D -Unreal Engine 5 - Stealth Game

Role:

Solo Developer/Gameplay Programmer - Focusing on stealth AI, detection systems, and interaction mechanics

Tools:

  • Unreal Engine 5

  • Behaviour Trees & Blackboards

  • AI Perception (Sight)

  • Enhanced Input

  • Motion Warping

  • Niagara

  • MetaHumans

What I did:

  • Built guard AI with waypoint patrol and chase/catch behaviour using Behaviour Trees, Blackboards, and AI Perception

  • Designed rotating sensor hazards that trigger detection, feeding into a global alarm system that alerts all guards

  • Built an Enhanced Input interaction system for takedowns, with range detection and Motion Warping to align animations

  • Implemented the full stealth loop: collect 3 jewels while evading guards, unlock gated doors, escape to win

  • Added a leaderboard that saves completion time on win

What I learned:

  • Tuning AI to feel fair, not easy or impossible: getting sight perception right took real iteration, small changes shifted guards from trivially avoidable to unbeatable

  • Stealth systems are only as strong as their weakest link: AI, sensors, alarms, UI, and animation all have to stay in sync, one small edge case in any of them breaks the whole experience, which pushed me toward more consistent state handling and testing

  • Animation + gameplay polish: Motion Warping improved reliability for mantling and takedowns by aligning animations to the world and targets.

  • Next steps: I'd add patrol-return behaviour and hearing-based detection, and I've since explored UE5's State Tree as a stronger alternative to Behaviour Trees, which I put into practice on Ash of Nine

What’s in the game

Overview

Relic Scavenger is a solo UE5 stealth game set in an ancient ruin. The player must steal 3 jewels and escape undetected, avoiding patrolling guards and rotating sensor spotlights, backed by production-style systems: AI perception, behaviour trees, UI, save/leaderboard data, and polished interaction feedback.

Guard AI: waypoint patrol + chase/catch behaviour using Behaviour Trees + Blackboards, with tuning via AI Perception (Sight).


Rotating sensor “spotlights”: rotating detection hazards; if the player stays in the beam too long they become detected (with detection feedback).

Global alert system: once detected, an alarm sounds and guards are alerted to the player’s position.

Interaction system (Enhanced Input):
Takedowns with interaction prompt, range detection, Blueprint interface messaging, and Motion Warping to align animations.

Switch interactions to disable laser walls that would trigger alarms.

UI + menus: main menu (play, controls, exit, leaderboard), pause menu, win/lose screens, detection meter, and objective clarity via widgets.


Leaderboard: completion time saved on win and displayed on the main menu.

Stealth objective loop: steal 3 jewels → reach the exit → win; get caught by guards → lose.


Jewel collection: gated by interaction, tracking progress to unlock the escape door.


Traversal/animation: crouch/fall/land states, plus mantling (sphere traces + motion warping) and a roll ability.

Atmosphere/polish: Niagara rain/clouds, audio (alarms, footsteps, music), post-processing for night mood + toggleable night vision, and ragdoll physics for takedowns/caught states.

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