The Tulou Artifact (WIP)
Third Person Action Adventure
Third Person Action Adventure
State : Work In Progress
Genre : Third Person Action Adventure
Engine : Unreal Engine 5
Link : Itch.io (soon)
Context : Personal Project
Mission Design and Pacing
Linear Level Design
Blueprints
Behavior Tree
State Tree
Level Partition, Data Layer, Level Instance
Gaea 2
AGLS
This mission is inspired by the game 007 First Light. The player character (PC) must infiltrate a gang-occupied Tulou village in rural China to secure critical stolen artifact from the heavily guarded stronghold.
My goal was to create a playable mission with a strong focus on Stealth, Gadget Pacing encouraging the player to take their time.
This is a minimalist version of the Watch gadget from the game "007 First Light" and a new feature that I created on top of the AGLS project.
It is a line of sight interaction system allowing the player to interact with "electronic" interactive object and with NPC. To distract or stun them.
Interaction with electronic devices to distract enemies.
Interaction with enemy to stun them temporarily.
A modular hacking system built on a Component and Interface-oriented architecture. It handles Raycast target detection, dynamic Screen-Space UI, and triggers specific events (Electronic/Chemical).
An Actor Component attached to the player that centralizes the ability's core logic. It manages target detection (Raycast/Trace), resource economy, and input execution.
Note : Click "Graph" to fix the blueprint preview connections.
A universal Child Actor acting as a physical snap point for interactive objects (streetlights, NPCs). It defines the required power type (Enum), remembers if the object is already hacked, and relays the Interface message to its parent Actor to trigger visual/audio reactions.
Note : Click "Graph" to fix the blueprint preview connections.
A Widget managing the contextual UI. It converts the receiver's 3D position into 2D screen space with smooth movement. It instantly adapts its appearance to the target type via a Widget Switcher and auto-hides if the target is lost or already hacked.
Note : Click "Graph" to fix the blueprint preview connections.
The camera is an actor that sweeps an area and has a vision cone capable of detecting the player and alerting nearby enemy NPCs to their location.
The player can use the Gadget ability to temporarily disable the camera. Doing so generates noise and attracts nearby enemies.
For the Electronic gadget power the base Enemy NPC behavior tree already implement noise detection and reaction, so with the electronic power the target actor use a "Report Noise Event" when the Electronic power is used on it.
For the Chemical gadget power I added a new state with the new task "BTTask_GadgetChemicalStunned" to the main enemy Behavior Tree to stun the enemy for 20 seconds and play a looping animation.
The player must infiltrate a gang-occupied Tulou village in rural China to track and secure a high-value target.
EVENT - The Briefing
The player begins the mission already infiltrated, arriving hidden inside a cart on a road overlooking the village.
EXPLORATION - The Village
The player goes to the village.
SOCIAL STEALTH / PUZZLE - The Lantern Festival Preparation
Blending into the vibrant and relatively crowded festival, the player uses their gadget to secretly track a key target.
STEALTH / COMBAT - Into the Shadows
The player crosses the boundary into the heavily guarded occupied zone, transitioning to pure stealth and action.
EVENT / EXPLORATION - The Encounter
Inside the first Tulou, the player briefly teams up with a mysterious allied agent to bypass an obstacle before parting ways.
EXPLORATION - The Vista
Emerging onto the rooftops, the player finally gets a clear view of the fortified Tulou.
COMBAT - The Climax
The player breaches the main Tulou courtyard, surviving a firefight against the mercenaries to reach the artifact.
EVENT - The Trap
Just as the artifact is secured, the player is ambushed and wakes up captured, tied to a chair right next to the mystery agent.
The mission is set in rural China, in a traditional Tulou village. Part of the village has been occupied by a group of mercenaries, while the remaining residents continue to live there under the gang’s protection.
The player begins the mission already infiltrated, arriving hidden inside a cart on a road overlooking the village.
The final arena is set in the biggest Tulou in the village.
Start
Arrival at the village