Jan 25, 2026

Tethered

Current Unreal Engine project focused on data-driven gameplay systems and extendable combat architecture.

Unreal EngineC++Gameplay TagsGameplay Systems

Overview

Tethered is my current Unreal Engine project and the main place where I am building larger gameplay systems outside of coursework. The goal is to keep the implementation reliable while making it easy to extend with new content.

System Focus

One current example is a combo system that maps combo steps to attacks through Gameplay Tags. The intent is to support a flexible number of attacks without hard-coding every branch of the combat flow.

Authoring Mindset

I build systems the way I would want to use them: straightforward defaults, clear options when more control is needed, and enough structure that future changes do not require unnecessary refactoring.

What I Am Learning

Tethered is helping me practice the tradeoffs that show up in production code: how much flexibility a system should expose, how to keep data readable, and how to make designer-facing workflows match the intended use of the system.