Neon N Bullets

Neon N Bullets

Neon N Bullets is an isometric bullet-hell game set in a dystopian, cyberpunk-inspired world.

Neon N Bullets is an isometric bullet-hell game developed in Unreal Engine 4 using Blueprints. I handled all gameplay programming and player mechanics, creating a fast-paced combat system and responsive controls in a team project setting.


Project Context

The game tells the story of Neon Johnson, a researcher specializing in network cases, who receives new information about his sister, Neon Smith, a former top agent who died under mysterious circumstances. To uncover the truth, Neon Johnson dives into the darkest sectors of the network.

The world of Neon N Bullets imagines a society where internet access is a basic necessity, and VR pods allow users to fulfill nearly all daily needs without leaving their cabins. Players explore this digital underworld while advancing through the story.

Gameplay Overview

  • Isometric perspective with fully 3D environments.
  • Player movement: WASD for navigation, mouse for aiming.
  • Combat: Shoot, dash (Space), and survive waves of enemies.
  • Objectives: Advance through levels while neutralizing enemies, avoiding damage, and discovering the story.
  • Levels: Each stage offers multiple routes, all converging at a single exit.
  • Enemies: Diverse and challenging, programmed with Behavior Trees.
  • Bullet Hell Mechanics: Avoid being hit while managing positioning and timing.

Gameplay screenshoot


My Contributions

I handled all gameplay programming and player mechanics using Unreal Blueprints:

  • Player Control: Movement, aiming, shooting, dashing, and camera interaction.
  • Enemy AI: Implemented using Behavior Trees for pathfinding and attacks.
  • Health & Regeneration: Player life, orbs, and regeneration effects.
  • Visibility System: Material effect that fades objects between the camera and player.
  • Particle Effects: Dash particles and hit effects.
  • Game Settings & Adjustments: Configurations for gameplay balance and feel.

Development Process

The demo for the first level was developed in four months:

  1. Preproduction: Concept art, sound design, GDD, level design documents, and narrative.
  2. Production: 3D modeling, rigging, animation, programming, music composition, UI, and voice-over.
  3. Polishing: Refined gameplay, visuals, and balanced mechanics.

Despite time constraints forcing the team to cut some original GDD features, the project lays the foundation for a full game with rich narrative and advanced mechanics.