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Fantasy Knight fighting his way to a fortress on the top of the mountain where its covered

Dawnbreaker

1 PLAYER ~3 to 5 MIN

Third-Person Solo Fantasy Hack and Slash

ROLE:

Solo Developer

TOOLS USED:

Unreal Engine; FL STUDIO

DURATION:

March 2024 - May 2024

GENRE:

Fantasy, Third-Person

GAME TRAILER

GAMEPLAY DESIGN CHOICES

Project

In crafting this fantasy melee combat game, every design choice was carefully considered to create an immersive and engaging experience. From the outset, we prioritized a robust melee combat system, drawing inspiration from classic titles while introducing our own innovations to ensure fluid and impactful gameplay.
 

In terms of level design, we aimed to strike a balance between handcrafted environments and procedural elements, allowing for both curated experiences and emergent gameplay. This approach enabled us to create diverse and visually stunning landscapes while ensuring replayability and a sense of discovery for players.
 

Finally, when it came to boss implementation, we sought to create memorable and challenging encounters that tested players' skills and adaptability. Each boss was meticulously designed with unique mechanics and behaviors, offering a variety of strategies for players to discover and master.

These design choices, informed by our passion for the genre and a commitment to player experience, have shaped the world of our game into a rich and immersive adventure, inviting players to embark on epic journeys and forge their own legends.

Key Features:

Melee Combat System

Crafting a melee combat system in a fantasy setting has been a cherished passion of mine since childhood. Engaging in close-quarters battles where every swing carries weight and strategy is paramount brings an unparalleled thrill

melee combat.jpg

Image from AI

Dynamic & Responsive BOSS

Developing our inaugural boss encounter was a revelatory journey, brimming with excitement and learning. Witnessing the boss seamlessly transition between melee and ranged attacks, meticulously fine-tuning every aspect, was an exhilarating testament to the craft of game design.

hero, destroys giant trool.jpg

Image from AI

Creating a Lock ON System

On this game a target system was created, where the player can focus the camera on the individual target where he can roll and walk or sprint around the target and the camera stays with the target until the player gets away from the target, disables or kills the target.

a knight killing a goblin.jpg

Image from AI

Level Design

level_1_sketch.png

In my level design journey, I conceived a compact yet impactful level to highlight key features of the game and emphasize its defining aspect—the boss encounter. My aim was to swiftly create a tangible showcase of the game's essence.

Level Block Out

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While I encountered various obstacles during the design process, particularly when refining it to its final iteration, I'm pleased with the outcome. This project reinforced my understanding of level design while also reminding me of the continuous learning curve inherent in this field.

Level Final Props

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Creating Custom Music

As I neared completion, the idea dawned upon me to compose custom theme music for my game. While music composition is a relatively new skill in my repertoire, it's one I am committed to honing, not only for my current project but also for future endeavors in videos, animations, and games. The notion of creating music specifically for a level brought a sense of satisfaction, as during testing, it became evident that the atmosphere lacked a vital element to fully engage players within the frost fortress theme. Below, I've included a sample of the music for your consideration.

Summary

As a developer, I continually strive to expand my skill set, aiming to reach a level of proficiency where encountering obstacles does not impede progress. I am dedicated to equipping myself with the necessary tools, knowledge, and resources to independently create assets, models, riggings, animations, textures, music, sound effects, visual effects, user interfaces, programming, design, and production.

Conclusion

In conclusion, the journey of crafting this melee combat game set in a fantasy realm has been nothing short of exhilarating. From refining the intricate mechanics of the melee combat system, each step has been a testament to both my passion for game development and my commitment to

learn and grow.
Throughout this project, I've not only enjoyed the process immensely but have also gained invaluable insights and skills that I eagerly anticipate implementing in my upcoming venture, 'Sweet Showdown.' This will be my take on Monster Hunter franchise but sweeter, promises to deliver thrilling battles and unforgettable adventures, built upon the foundation of creativity, dedication, and a deep love for the craft.

Full Gameplay

©2025 by UniFas Dev

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