In this first-person Unreal Engine project, I built core gameplay systems using Blueprints—including pawn movement, shooting mechanics, ammo limits, and HUD feedback. When the player runs out of bullets, a “NO AMMO” message appears and firing is disabled. I implemented realistic barrel collisions with physics simulation to create dynamic chain reactions on impact. In addition to programming, I imported assets, prototyped the warehouse using BSP tools, refined the lighting and materials for clarity and atmosphere, and integrated C++ code alongside Blueprints to extend functionality and optimize performance.