All work
3D Platformer Unreal Engine 5

Dustborn

A small but ambitious piece of dust named Zhora should become as big as possible.

Dustborn key art
Systems I built

Under the hood

01

Absorption Mechanics & Scale Alteration

A real-time absorption mechanic queries collided actors. On overlap with a Dust subclass, the system increments the character's Scale 3D by a factor of 1.2× through a Timeline component for smooth visual interpolation.

Dust absorption and scaling in Dustborn
02

Movement Tuning & Environmental Hazards

Custom handling of the Character Movement Component. Entering a Cobweb volume dynamically halves Max Walk Speed. On the Fly platform, an optimised looping Timer by Event tracks player presence — staying on the moving platform's collision box for over five seconds triggers a sequential scale-reduction event.

Cobweb slow-down hazardMoving fly platform
03

Physics-Based Jump Modifiers & Dynamic Platforms

Props like the Ruler and Dresser act as programmatic launchpads. On collision validation, the player calls Launch Character with an overridden Jump Z Velocity multiplied by 3× or 4×, bypassing standard gravity scales. The Pot uses an InterpTo-driven moving platform as a physics lift.

Ruler launchpadPot physics lift
04

State-Saving & Checkpoint Teleportation

To handle failure states — like falling into Clean Zones — I built a transform-caching system. Every successful absorption stores the actor's World Transform into a LastValidCheckpoint variable. Falling resets the character by calling Set Actor Transform to teleport the player back instantly.

Checkpoint teleportation system
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