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QINGgameplay developer

UNREAL ENGINE / C++ / BLUEPRINT

Gameplay developer.

Building the systems behind flight, movement and the choices players make.

Enter to start. Scroll to travel the map.

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WORLD MAP

Select your level03

Three different problems. Three gameplay systems to explore.

LEVEL 01 FLIGHT SIMULATION Source & gameplay

Alpine Flight

A light-aircraft simulation with an interactive cabin, an original alpine field and server-authoritative flight.

  • Fixed-step physics
  • Client prediction
  • Cabin systems
UE5.4 / Cold start, takeoff and flightDownload MP4
LEVEL 02 LYRA ARENA MOVEMENT Source & gameplay

Vector

A movement extension for Lyra with directional dodge, wall dodge, a second jump and Quake-style air acceleration.

  • Gameplay Ability System
  • Saved moves
  • Movement course
UE5.4 / Dodge, wall dodge and air movementDownload MP4
LEVEL 03 BRANCHING NARRATIVE RPG Source & gameplay

Lanternfall

One reserve circuit. Two futures. Decide whether the town's final energy cells power a field clinic or its radio relay.

  • Branching dialogue
  • Quest & inventory
  • Save / load
UE5.4 / Dialogue, inventory, save / load and a resolved questDownload MP4

SKILL TREE

From rules
to player feel.

I focus on C++ gameplay systems that work with Blueprint. Clear state, predictable behavior and useful designer controls guide these projects.

  1. CORE

    Make the rules explicit.

    State machines, fixed-step simulation and validated transitions keep gameplay behavior understandable.

  2. GAMEPLAY

    Put the player in control.

    Input, movement, interactions and feedback connect those rules to a playable experience.

  3. BLUEPRINT

    Leave room to create.

    Native functions and Blueprint events give presentation and content their own place to evolve.

PLAYTEST LOG

Verified, not just shipped.

  • ALPINE FLIGHT

    The flight model gives bit-identical results for identical inputs, which is what makes client-side replay work. A test covers it, and a network harness reports prediction corrections under latency, jitter, loss and reordering.

  • VECTOR

    Builds as a plugin inside Lyra 5.4 with 0 errors and 0 warnings. The movement rules pass standalone tests, including a strafe-jumping simulation.

  • LANTERNFALL

    48 assertions cover both story branches, cell requirements, unique pickups and save snapshots. A native UE5 run completed the relay branch, and the clinic branch completed a native viewport run.

ACHIEVEMENTS

Trophies0 / 6

Explore the page to unlock them all. Progress is saved in your browser.

    Explore the work.

    Every featured project has public source. Follow the gameplay code, inspect the Blueprint workflow, or build it with UE5.4.

    github.com/Eunini

    PLAYER TWO WANTED

    Have a game
    in mind?

    I'm interested in remote gameplay development opportunities and thoughtful game projects.

    Discord / _theini

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