Power Strike is a squad-based third-person tactical shooter in Unreal Engine 5. I'm building it alone: design, logic, the animation system, AI, lighting, VFX and UI. This is the first gameplay from an early version — the work continues.
Power Strike is a tactical shooter where I'm fixing what I always felt was missing in Counter-Strike: physical bullets instead of instant hits, leaning around corners, real squad orders and a world you can use tactically.
Power Strike is a tactical shooter where I'm fixing what I always felt was missing in Counter-Strike: physical bullets instead of instant hits, leaning around corners, real squad orders and a world you can use tactically.
My role is all of it:
— Game design and balance;
— Blueprint logic: shooting, ballistics, damage, inventory, grenades, doors;
— Technical animation: a procedural hands-and-weapon layer on top of locomotion, leaning, turn-in-place while aiming, hit reactions, ragdoll;
— AI: perception, cover, grenade tactics, squad orders;
— levels and lighting: a hangar range, a team combat arena, low-light scenes with floodlights and a flashlight;
— VFX: muzzle flashes, tracers, barrel smoke, impact marks, blood;
— UI: the start menu, HUD, weapon and order selection menus;
— cinematics: recording fights into Sequencer and rendering through Movie Render Queue;
— Python editor tooling and the build pipeline.
Third-party assets, stated plainly: environment, character and weapon models and part of the VFX come from asset packs. My work is the systems that make it all move and play.
State: an early version (v0.2a). Animation is still at blockout level — poses and timings are in place, the art pass is ahead. The feature I'm developing first is the core one: team play and tactics.
I will post a game features overview soon.
Open to offers: publishing, collaboration, work.