Berserker Girl
Team Size: 2 (1 Artist & Game Designer, Engineer) | Duration: 6 months
Published Steam game where I architected and integrated multiple complex UE5 systems (Survivor Template, ALGS, NavUI) as the solo engineer on a 2-person team
Project Overview
Berserker Girl is a project that I picked up in Game Creators Camp, where I worked with an industry-professional animator who also contributed as the game designer. Since this was a 2-person project and we had a goal of releasing the demo as soon as possible, we decided to utilize existing plugins such as the Survivors Roguelike Template
My Contribution: Systems Integration & Technical Architecture
As the solo engineer on a 2-person team (1 engineer + 1 artist), I was responsible for researching existing systems in the market and integrating them to ensure they worked together seamlessly. The designer provided three main requirements:
- Integrate the Survivors Template
- Utilize Epic Games’ Game Animation Sample System to enable extensive animation sets
- Ensure full gamepad compatibility
System Integration Architecture
What I Learned
System Integration Architecture
Core Systems Integrated
I architected the integration of three major third-party systems, each with its own complexity:
1. Survivors Template
- Base combat and progression framework
- Enemy spawning and wave management
- Player upgrade systems
- Health and damage calculation
2. ALGS (Advanced Locomotion System) Game Animation Sample
- State machine for character movement
- Animation blending and transitions
- Root motion handling
- IK (Inverse Kinematics) for realistic character placement
- Advanced parkour movement states
3. NavUI (Controller Support)
- Cross-platform UI navigation system
- Input mapping for keyboard + controller
- Context-sensitive menu navigation
- Seamless input device switching
Integration Architecture
The complexity came from making these three independent systems work together as a cohesive whole:
┌─────────────────────────────────────────┐
│ Input System (NavUI) │
│ Keyboard + Controller Management │
└──────────────┬──────────────────────────┘
│
┌──────────┴──────────┐
│ │
┌───▼────────────┐ ┌────▼──────────────┐
│ ALGS Animation │ │ Survivor Template │
│ Locomotion │◄─┤ Combat System │
│ State Machine │ │ Enemy Spawning │
└────────────────┘ └───────────────────┘
Integration Example:
Added AC_Combat component which handles the custom montage animation for the “Ultimate Ability” in-game, which I added as a component to handle the animation and weapon tracing.
What I Learned
Technical Skills Developed
Systems Architecture
- How to evaluate and integrate third-party systems effectively
- Designing communication layers between independent codebases
- Balancing extensibility vs. tight coupling in system design
Working with Third-Party Systems
- Working with commercial UE5 marketplace assets by reading public documentation and joining Discord servers to learn from others’ implementation challenges
- Understanding when to build custom vs. when to integrate existing solutions
- Debugging and modifying third-party Blueprint systems
Future Improvements
Vertex Animation & Custom Pathfinding
Unfortunately, we were not able to add this to the current shipped version, but our goal was to have a massive number of enemies using Vertex Animation to optimize performance and custom FlowField pathfinding for enemy movements. This is still on my list of technical improvements for the future.