TECHNICAL ART / UNREAL ENGINE / ARPG

Beyond the Headlines

A top-down roguelike prototype combining stylized 3D production, Unreal animation systems, Blueprint-driven weapon VFX, and branching level design.

  • One-month Game Jam
  • Unreal Engine
  • ARPG / Roguelike
  • Concept · 3D · Animation · Technical Art
Beyond the Headlines key art and journalist protagonist

Created during a one-month game jam around the theme Hidden World, Beyond the Headlines follows a journalist investigating a town shaped by post-truth narratives. This migrated case study separates the original project into recruiter-readable technical-art modules while preserving the project’s concept, production process, and in-engine evidence.

Beyond the Headlines brainstorming and post-truth research board

Explore the in-engine result and technical pipeline.

Beyond the Headlines project preview
Beyond the Headlines core mechanics and progression diagram

GAME SYSTEM / COMBAT READABILITY

Roguelike System Design

The core loop combines exploration, reporting, weapon switching, random rewards, permanent death, and level-based enemy escalation. The original breakdown maps those systems into a readable progression rather than presenting the prototype as a black box.

  • Top-down ARPG
  • Random rewards
  • Four-level loop

MY ROLE / SCOPEConcept design and gameplay visualization documented on the original portfolio page.

  1. 01

    Define the investigation-and-combat loop around truth, choices, and repeated runs.

  2. 02

    Connect health, energy, coins, weapons, buffs, enemies, and level progression.

  3. 03

    Use the system diagram to align visual feedback with the intended player decisions.

Beyond the Headlines character, weapon, prop, and texture breakdown

STYLIZED 3D / CHARACTER & PROPS

Character & Asset Production

The art set covers the journalist protagonist, merchant, weapon props, currencies, batteries, and the traveling shop. Turnarounds and texture views make the production scope visible beyond the final screenshots.

  • Character art
  • Props
  • Texture views
  • Gameplay assets

MY ROLE / SCOPE3D art and supporting game assets. The key-art concept uses Midjourney-generated material, credited separately from the modeled game assets.

Beyond the Headlines level blockout, narrative timeline, and annotated routes

LEVEL DESIGN / REAL-TIME PROTOTYPING

Level Prototype & Narrative Flow

Blockouts and annotated routes connect the town entrance, merchant decision, plaza, school secrets, and boss encounter. The timeline shows how spatial progression and narrative choices were tested together.

  • Blockout
  • Branching choices
  • Narrative beats
  • Boss encounter

MY ROLE / SCOPEPrototype and narrative-design contribution documented in the original project archive.

  1. 01

    Block out readable spaces for exploration, combat, and story encounters.

  2. 02

    Place decision points around the merchant, reporting system, and school reveal.

  3. 03

    Connect the route to a repeatable boss-level structure and ending loop.

Beyond the Headlines Blender rig, Unreal retargeting, Blueprint, and Niagara pipeline

RIGGING / RETARGETING / BLUEPRINT / NIAGARA

Animation & VFX Pipeline

The character pipeline moves from Blender rigging to Unreal retargeting, weapon sockets, converted motion data, montage blending, and Blueprint-controlled Niagara effects.

  • Blender
  • Unreal Engine
  • Animation retargeting
  • Blueprint
  • Niagara

MY ROLE / SCOPEAnimation and technical-art workflow: rig preparation, retargeting, weapon attachment, animation blending, and weapon-effect integration.

  1. 01

    Rig the character in Blender and prepare the export for Unreal naming conventions.

  2. 02

    Retarget motion data and add weapon sockets to the character skeleton.

  3. 03

    Blend the converted animations into gameplay montages and transitions.

  4. 04

    Trigger and switch Niagara weapon effects through Blueprints.

Beyond the Headlines Unreal Engine gameplay and VFX screenshots

REAL-TIME INTEGRATION / GAMEPLAY VFX

In-Engine Result

Final gameplay frames show exploration, dialogue, enemy groups, talent selection, combat effects, interior environments, and the boss encounter operating together in the Unreal prototype.

  • Unreal prototype
  • Combat VFX
  • Environment
  • UI feedback

MY ROLE / SCOPEFinal integration evidence for the concept, 3D art, animation, and technical-art contributions shown above.

More Game Art

// MAKING THINGS WEIRD AND WONDERFUL

YUCHEN HU.

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