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MajorProject Part1

The report titled 'BadBotGame' details the development of a third-person shooting game created using Unreal Engine 5, focusing on 3D modeling, gameplay logic, and UI design. The project showcases the use of Blueprint visual scripting for game logic without traditional AI systems, resulting in a polished gaming experience. It documents the entire development process, from concept to execution, and suggests future enhancements for the game.

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0% found this document useful (0 votes)
34 views11 pages

MajorProject Part1

The report titled 'BadBotGame' details the development of a third-person shooting game created using Unreal Engine 5, focusing on 3D modeling, gameplay logic, and UI design. The project showcases the use of Blueprint visual scripting for game logic without traditional AI systems, resulting in a polished gaming experience. It documents the entire development process, from concept to execution, and suggests future enhancements for the game.

Uploaded by

proboy.gamer007
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Title: BadBotGame

A REPORT SUBMITTED IN PARTIAL FULFILLMENT FOR


AWARD OF DIPLOMA
IN
INFORMATION TECHNOLOGY

Gaurav Paliwal Hemant Menaria


Designation: Designation :

Submitted by:
Saransh Kumawat Niraj Sahu
(IT20220019/018) (IT20220019/018)

Ishan Kumawat Virendra Meghwal


(IT20220019/018) (IT20220019/018)

Bhavya Tiwari
(IT20220019/018)

Department Of Information Technology


Vidhya Bhawan Polytechnic College, Udaipur
May 2025
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.

(Gaurav Paliwal) (Hemant Menaria)


Designation: Designation:

Forwarded by:

Principal Name

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

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