About
Yukihiko is a narrative-driven action game that combines precision, Sekiro-inspired sword combat with a dark system of bloodline magic and meaningful moral choices. Players step into the role of a village champion shipwrecked on a cursed coast, where survival depends on mastering timing-based parries, posture control, and high-stakes duels against brutal enemies. Forbidden cold magic enhances both combat and traversal, but comes at a personal cost tied to the protagonist’s bloodline. The game features a grim, choice-driven narrative where decisions shape the fate of the world, including whether to claim a throne of the undead or escape with freedom. Set across fog-laden islands, ruined shrines, and the frozen Muhyō-tō, the experience is enriched with cinematic boss battles and a haunting world filled with fallen warriors, cursed villagers, and mysterious beings known as the Pale Ones.
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Gameplay Trailer
My Contributions
As the lead and only Unreal Engine developer on Yukihiko, I handled end-to-end development including gameplay design, technical implementation, AI systems, and optimization.
Gameplay Systems, AI & Core Mechanics
Designed and implemented element based core combat systems with sword, spear and magic orb and also special abilities like assassination
Developed enemy AI behaviors including melee enemies, ranged units and boss enemies ensuring varied combat encounters
Implemented unique ability systems for weapons of each element, and specialized combat mechanics for each enemy character
Designed enemy interaction systems including detection, attack and behavior logic, attack patterns, and combat pacing
Implemented checkpoint based healing, repleneishment and progression systems similar to Sekiro
Game Design & Progression
Created game narrative and gameplay scenarios based on a dark fantasy setting inspired by Japanese folklore
Structured the game into checkpoint-based progression, ensuring narrative clarity and replayability
Balanced combat encounters, pacing, and difficulty scaling across different areas and boss fights
Implemented player progression through defeating enemy bosses, enemy scaling, and mission objectives
Technical Implementation & Optimization
Developed the project in Unreal Engine 5, utilizing Blueprints for gameplay systems and rapid iteration
Handled material adjustments, lighting consistency, and asset integration across mixed-source assets
Optimized performance through texture size reduction and compression, asset cleanup and selective cooking, and efficient packaging
Resolved issues related to asset migration, missing textures, and material inconsistencies across builds
Animation, Rigging & Character Pipeline
Integrated character assets using AccuRIG for fast and efficient rigging
Ensured animation compatibility across multiple character types
Managed character setup and animation workflows within Unreal Engine
UI, UX & Game Flow
Designed and implemented UI elements including mission selection, descriptions, in-game feedback systems, and loading/transition flows
Improved overall player experience through clear game flow, feedback loops, and mission readability
Problem Solving & Iteration
Addressed major gameplay and technical challenges including scope reduction and feature prioritization
Balanced historical accuracy with gameplay design
Ensured consistency across mixed asset sources
Iterated through playtesting to refine combat feel, AI behavior, and mission pacing
