Shanhe mood

Case Study

Shanhe - mood-locked Wuxia combat

A side-scrolling action prototype where soul shards and boss emotions drive the pacing. Built to keep narrative beats and combat rhythm in sync.

Role

Creative Director

Timeline

16-week vertical slice

Tools

Unreal Engine 5.3 · Blueprints · Maya

Download Demo

Project Overview

Development Cycle

  • 16 weeks (vertical slice)
  • Mixed sprint + demo cadence

Development Tools

  • Unreal Engine 5.3 + Blueprints
  • Autodesk Maya / Substance 3D Painter
  • FMOD + in-engine audio cues

Credit

  • Asian Canal Environment + ULAT
  • LanFang Character kit
  • Marketplace animations + custom polish

Sprint Development Process

This project was developed over a 16-week period, divided into 6 sprints. Each sprint focused on different aspects of the game development process.

Sprint 1: Project Setup & Gameplay Level Plan

Highlighted the milestone vision, captured the core gameplay loop, gathered mood boards, and framed the initial greybox.

Milestone Photo

Core Gameplay Loop

Sprint 1 Video

Mood Board

Combat
Enemy
Environment
Level Design

Core Features & Showcase

Combo System

Structured combo management with light/heavy branches and time-window judgments. Each weapon owns a unique combo table and VFX flavor.

Media coming soon.

Development Highlights

Data-driven combat built with animation-first polish

Data-Driven Approach

Tables drive missions, combos, and shard states so we could iterate without rebuilding levels.

Animation & Blueprint Integration

Animation Montages, Motion Warping, and root-motion-aware Blueprints keep the combat loop fluid.

User Experience

Interaction polish from weapon wheel materials to mission status cues keeps combat readable.

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