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Dhiaeddine Mokaddem

Gameplay programmer focused on systems, AI, multiplayer, VR, tools, and optimization.

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ActionAdventure

Heavenly Fury: The Fall of Ashmedai

A multi-format action-adventure built around custom AI perception, reusable Blueprint systems, and gameplay-oriented level design.

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Role

Unreal Engine Developer and sole programmer

Engine

Unreal Engine 5

Platform

Windows

Team

2-person team; Lanterns Studios

Dates

2023

Outcome

First place at ISAMM InnovProject 2.0; public build

What I worked on

A four-part Unreal Engine 5 action-adventure combining third-person stealth, a runner sequence, shoot-em-up gameplay, and first-person combat.

  • I implemented the complete behavior tree and its patrol, pursuit, investigation, and recovery states.
  • I built custom sight and sound perception, a context-aware camera, and reusable parent interaction architecture.
  • I used Data Assets, Data Tables, inheritance, and exposed variables to keep gameplay systems configurable across levels.
  • I implemented mouse and gamepad menu navigation and integrated all four gameplay sections.
  • Within the supplied environments, I designed enemy placement and movement paths, item placement, door and key rules, safe areas, and challenge flow.
  • The project won first place at ISAMM InnovProject 2.0.

Technical details

Programming

Blueprints

Supporting technology

Behavior Trees, Data Assets, Data Tables

Development breakdown

Behind the systems

01

AI perception and behavior

I built the full behavior tree and every shown AI state. Patrol handles configured routes, cautious behavior investigates sounds or the last-known player position, and pursuit activates after visual detection before the enemy recovers back into patrol logic.

02

Reusable, data-driven systems

I implemented the parent interaction architecture and used Data Assets, Data Tables, inheritance, and exposed Blueprint variables to keep systems reusable and configurable. One example lets the player pull a ceiling chain to open a window and expose a vampire to sunlight, while the same interaction foundation supports doors, keypads, items, traps, and clues.

03

Controlled combat and ability switching

First-person encounters use controlled arena states. Entering an arena closes the route, starts a configured enemy sequence, and reopens progression after the encounter is cleared. A separate demonstration shows the player cycling through the available ability types and testing their different attacks.

04

Stealth toolkit and player influence

The stealth chapter combines adaptive camera behavior with walking, running, grabbing, throwing, hiding, and sound-based distraction. Guards are designed to be readable and influenceable: the player can predict patrol movement, create stimuli, and use interactables to change an encounter without simply outrunning an alerted enemy.

05

Four gameplay formats in the public build

The released build moves through four connected formats: third-person stealth, a lane-based runner sequence, a top-down shoot-em-up, and fast first-person combat. I integrated the gameplay transitions and implemented reusable mouse and gamepad navigation, input-aware interface behavior, controls, checkpoints, and interaction screens such as the keypad.

06

Encounter layout and world progression

I worked within the supplied environments to turn spaces into playable encounters. Guards, items, interactables, safe areas, patrol paths, doors, keys, and combat gates shape progression through the vampire garden, castle, and Downworld. The clips show representative sections of that work rather than claiming ownership of the environment art.

Screenshots

Reflection

Building several gameplay formats in one project taught me to rely on reusable, data-driven systems and clear responsibility boundaries between environment art and gameplay-oriented level design.