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Project Inventory

I designed and built a fully functional inventory system in Unreal Engine, inspired by a demo called Cairn.
The system lets players pick up items in the world, some restoring health or energy, and interact with them directly through a custom inventory screen.

Gameplay systems implemented:

Inventory System
- Core functionality for collecting, storing, and organizing items
- Real-time 3D container interface for managing collected objects

Item Interaction System
- Picking up items in the world and assigning behavior to them (defining item types, effects, and use logic)

Health and Energy System
- Implemented HUD elements (health/energy bars)
- Connected gameplay actions (like using an item) to character stats.

UI/UX Gameplay Integration
- Created responsive, game-driven UI using UMG
- Designed inventory UI that reflects game state and allows input

Gameplay Feedback Loop
- Tied in player action (collecting/using items) with visible consequences (health/energy changes)
- Supports moment-to-moment gameplay decisions

Object Persistence and World-State Management
- Items persist after pickup and are visually represented in both the world and UI
- Storing object data and syncing it between interfaces

I focused a lot on optimizing every part of the system, from UI responsiveness to how data is stored and updated, while keeping the whole setup clean and modular. It’s one of those projects I’m genuinely proud of because it brought together design, logic, and polish in a way that just clicked.

Project Inventory