kerryzhang

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    • Home
    • Art
      • 3D Renders
      • Environment
    • Games
      • DogPunk
      • Oasis Blitz
      • Combat Demo
      • Manas
      • Roaring Runner
      • Other Games
    • Other
      • Writing
      • Networking Practice
  • Home
  • Art
    • 3D Renders
    • Environment
  • Games
    • DogPunk
    • Oasis Blitz
    • Combat Demo
    • Manas
    • Roaring Runner
    • Other Games
  • Other
    • Writing
    • Networking Practice

Manas

Manas, Jan 2023 - Present

Manas is a 3D, third-person action-adventure game featuring mounted combat, based on the Central Asian Epic of the same name, in which you take on the role of the legendary hero of Kyrgyzstan and defend your nomadic village from an attack by an invading conqueror. This is a team project developed as an Advanced Game Project at USC.


Role: Combat and Level Designer


Itch Page: https://uscgames.itch.io/manas 


Level Design - Terrain

I created and decorated  the player game flow path(golden path) through editing terrains and  the environment with Landscape and Foliage tools in UE5.

Level Design - World Building

I placed proper assets meaningfully including (cleaning and fixing placement) based on my research on the historical documentation and facts such as the ritual props and foliage types.

Level Design - AI Dummy enemies vs villagers fights placement

I designed the placement for the fights between enemies and villagers. Player will be able to see these while progressing along the main path(golden path), but it is far enough that it's clear player don't have to fight them.

Level Design - Assets Placement

I created destruction meshes with Chaos system in UE5 to showcase the battle version of the village which contains a lot broken pieces and fire to show the invasion of the enemies. 

Combat Design - Enemy AI Individual

I redesigned the basc logic for how enemies act once they're in combat state and how enemies in the same group affect each other and even more for the interactions between each group of enemies. 

Combat Design - Group Behavior

I redesigned four types of enemy AI and group behaviour to create challenging and strategic combat experiences. Also, I did research on historical military army solider formation such "V" shape with melee enemies in the front and the ranged enemies at the back.

Level Screenshots

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