Projects
GAS Combat Framework
Gameplay Programmer
A data-driven combat framework built around GAS, hitbox resolution, input buffering, damage, knockback, and stagger.
A reusable combat foundation
A combat framework built on Unreal Engine’s Gameplay Ability System, bringing shared action-game mechanics into a data-driven layer.
What it handles
- Hitbox rank and group resolution for overlapping volumes and attack priority.
- Input buffering during animation cancel windows.
- Damage, knockback, and stagger configured through data and Gameplay Effects.
Why I built it
The aim was to avoid rebuilding the same low-level combat infrastructure for each prototype. New weapons and attacks can be configured through data while shared systems handle activation and resolution.