Tire Installation Simulation Demo
Made in Unreal Engine 5
I developed a mechanic training simulator demo in Unreal Engine 5 using Blueprint-based systems, Sequencer-driven interactions, UI task workflows, and an inventory system to support guided, repeatable training scenarios.
Development Process
I began by defining clear training objectives and breaking each procedure into state-driven tasks. These tasks were connected to player interactions, Sequencer animations, and UI feedback to ensure consistent progression and validation.
In addition to system design, I handled asset sourcing and preparation for the demo. I researched and selected appropriate 3D models and audio assets, ensuring they met both visual and performance requirements for a real-time training environment.
Many of the sourced models required further modification to support interaction. I separated complex meshes into individual components, allowing specific parts to be selected, animated, and validated during training steps. This enabled actions such as removing parts, manipulating tools, and triggering Sequencer-driven animations tied directly to task progression.
I then integrated these assets into Unreal Engine, setting up collision, interaction logic, and animation control so that each object responded correctly to player input and training states. This ensured that visual actions, audio feedback, and UI updates remained synchronized throughout the simulation.
Technical Challenge
The main challenge was managing timing and state synchronization between:
Sequencer animations
Player input
UI task updates
Without careful coordination, these systems could fall out of sync and disrupt task progression.
Solution
I addressed this by implementing:
Clear Blueprint state logic to control task flow
Timing gates to manage Sequencer events and player input
Validation checks to ensure tasks completed in the correct order
This approach ensured smooth transitions, reliable task validation, and repeatable training flows.
Outcome & Skills Demonstrated
Drawing on my experience in government simulation development, I applied structured workflows, clear state transitions, and consistent user feedback. This project strengthened my ability to:
Build maintainable Blueprint architectures
Manage timing-sensitive gameplay systems
Integrate Sequencer into training-focused Unreal Engine applications