Vidhya Bhawan Polytechnic College, Udaipur
Certificate
This is to certify that the Report entitled “BadBotGame” has been undertaken and
written under my supervision, and it describes the original project work carried
out by Saransh,Niraj,Ishan,Virendra,Bhavya, in Department of Information
Technology, Vidhya Bhawan Polytechnic College, Udaipur .
(Mr. Gaurav Paliwal) (Mr.Hemant
Menaria)
HOD Project Guide
Forwarded by:
Dr.Anil Mehta
Designation:
Date:
ACKNOWLEDGEMENT
I would like to express my sincere gratitude to all those who guided and supported me
throughout the development of this project, titled "BadBotGame".
First and foremost, I extend my heartfelt thanks to my respected project guide, Heamant
Menaria, for their continuous encouragement, expert guidance, and constructive feedback during
every phase of this work. Their support helped shape the technical direction of the project and
enabled me to overcome numerous challenges.
I am also grateful to the Head of Department for providing the necessary resources and a
collaborative environment that fostered learning and development. My sincere thanks to all the
faculty members of the IT, for their academic insights and technical suggestions.
I would also like to thank Vidya Bhawan Polytechnic College for giving me the opportunity to
undertake this project and utilize its excellent infrastructure.
Last but not least, I deeply appreciate the constant encouragement and support from my family
and friends, who motivated me to pursue the completion of this project with dedication and
passion.
ABSTRACT
The evolution of the gaming industry over the past decade has opened vast creative and technical
possibilities for developers, especially with the advancement of real-time game engines like
Unreal Engine. This project, titled "Badbot", represents a comprehensive effort to conceptualize,
design, and build a full-fledged third person shooting game using Unreal Engine 5, combining
aspects of 3D modeling, gameplay logic, cinematics, UI design, and software packaging. The
primary objective of this project is to create an engaging sci-fi game environment where the
player takes control of a robot character tasked with eliminating enemy bots and ultimately
defeating a boss bot.
The development of Badbot began with asset preparation and environment setup. Using Blender,
the main character model—referred to as the "bot ”was designed, rigged, and imported into
Unreal Engine 5. This character serves both as the player avatar and as a base for the enemy bots,
with behavior differentiated by blueprint logic. The environment was built using a combination
of custom-made assets and high-quality resources from the Epic Games Marketplace. Elements
like terrain, structures, and lighting were placed to form a futuristic sci-fi battle zone that is both
visually immersive and technically optimized.
Unlike many traditional game projects that rely on built-in AI systems or behavior trees,
Badbot's logic is entirely implemented using Blueprint visual scripting combined with vector
mathematics. Enemy bots do not use AI components such as NavMesh or behavior trees. Instead,
they use direction-based targeting logic through functions such as Find Look At Rotation and
Get Forward Vector, allowing them to face and shoot at the player dynamically. Their beam-
based attack system utilizes SpawnActorAtLocation, combined with Projectile Movement
Component, to simulate realistic, physics-driven beam shots. Collision detection, damage
application, and destruction mechanics were all managed via Blueprint events and mathematical
checks.
The user interface (UI) was developed using Unreal Motion Graphics (UMG) and enhanced with
custom-designed assets created in Photoshop and Illustrator. This includes stylized buttons for
the main menu, pause screen, and game over screen. Interactive widgets were added for
cinematic black bars, loading animations, and in-game HUD. One key visual feature is the
cinematic intro sequence, created using Unreal's Sequencer tool, which features animated camera
transitions, fade-ins, and video background integration using Unreal's Media Player system.
These cinematics help set the tone of the game and elevate the production value.
Once the gameplay elements and user interface were finalized, the project was set to optimizing
the game and for the optimization Unreal Engine has tools like baking the lights and building the
lights and nanite technology for optimization and it also be configured as the requirement of the
user, Once the game was optimized then we finalize it and the project was packaged into a
Windows executable (.exe) using Unreal Engine’s built-in packaging system. The final build
includes all levels, cinematic sequences, Blueprint logic, and assets, packaged into a shareable
format. The game was tested on standard Windows PCs and performed without errors or lag,
validating both its functional and technical integrity.
Throughout the course of this project, multiple skillsets were applied and refined, including 3D
modeling, level design, vector math, logic building, UI/UX design, animation, and game
optimization. The result is a polished, standalone third-person shooter experience built entirely
with freely available tools and assets. The project demonstrates that even without deep
programming knowledge or AI systems, it is possible to build a full-featured game using visual
logic, careful planning, and creative execution.
This report documents the full life cycle of Badbot’s development—from concept to execution—
and serves as a strong example of academic game development using modern industry-standard
tools. Future enhancements such as audio design, scoring systems, AI behavior trees, and
multiplayer functionality can further elevate the game into a publishable indie title.
LIST OF TABLES: -
Table No. Title Page No.
Table 9.6.1 Challenges and solution 62
Table 11.6.1 Tools and Technique 74
Summary
LIST OF FIGURES: -
Figure No. Title Page No.
Figure 7.1 Blueprint behind Main 44
Menu
Figure 7.2 Main Menu 44
Figure 12.2.1 In-Game Screenshot 82
Showing Combat System
Figure 12.2.2 Main Menu with Video 82
Background and Custom
Buttons
LIST OF SYMBOLS, ABBREVIATIONS AND NOMENCLATURE: -
Symbol / Term Description
UE5 Unreal Engine 5
UMG Unreal Motion Graphics (UI system in
UE)
BP Blueprint (Visual Scripting Class)
AI Artificial Intelligence (Not used in logic)
UI User Interface
FOV Field of View
X, Y, Z Cartesian coordinates in 3D space
FRotator Rotation structure used in UE5
FVector Vector structure used for
location/direction
TABLE OF CONTENTS
TITLE PAGE NO
CHAPTER – 1 ........................................................................................................1-5
INTRODUCTION AND LITERATURE RIVIEW
CHAPTER – 2 ........................................................................................................6
METHODS AND MATERIALS
CHAPTER – 3 ........................................................................................................7-15
CREATING AND MANAGING LEVELS
CHAPTER – 4 ........................................................................................................16-25
DEVELOPING LOGIC USING BLUEPRINTS
CHAPTER – 5 ........................................................................................................26-32
DYNAMIC LIGHTING AND POST PROCESSING EFFECTS
CHAPTER – 6 ........................................................................................................33-39
MANAGING ANIMATION USING ANIMATION BLUEPRINT
CHAPTER – 7 …………………………………………………………………….40-46
UI DEVELOPMENT USING UMG BLUEPRINT
CHAPTER – 8 …………………………………………………………………….47-49
CREATING META SOUNDS
CHAPTER – 9 …………………………………………………………………….50-62
PACKAGING THE GAME FOR TESTING
CHAPTER – 10 ……………………………………………………………………63-70
USING OTHER TOOLS
CHAPTER – 11 …………………………………………………………………71-74
SYSTEM ARCHITECTURE/ DESIGN PROCESS
CHAPTER – 12 …………………………………………………………………75-82
RESULTS AND DISCUSSION
SUMMERY AND CONCLUSION …………………………………………….83-88
REFERENCES …………………………………………………………………89