top of page
Conflict: Desert Storm in Unreal Engine 5

01/06/2023 - Present | Video Game
Blueprints UE5 | Personal Project

(This game is currently a work in progress...)

If somebody was to ask me, “what is the best squad-based shooter?” I would have to argue my case for the ‘Conflict’ series of games. With the ability to command one of a team of 4 operatives, each with their own weapon proficiencies, the player is instructed to make their way through the level while completing primary and secondary mission objectives. The player can use the squad’s specialties to overcome combat-based obstacles within the level. For example, using the designated marksman in an elevated vantage point to provide sniper support, while the team leader radios in an air strike on an enemy tank. Furthermore, using the heavy weapons specialist to take a defensive position with their machine gun to cover the demolitions expert while they are planting explosives to destroy the main objective. These are scenarios that play out during gameplay, not scripted, not cinematic, just gameplay.

 

While I would consider Conflict: Desert Storm to be one of the best squad-based shooters, it is not without its faults. Being over 20 years old, its age shows - especially when attempting to play the game on newer hardware. The PC port of the game has game breaking issues that make it difficult to progress through the campaign and ruin what is otherwise a great game.

 

The thought of remaking this game had been floating around my ideas list for a while now. Originally, I thought about making the game in Unity, but after watching Reubs’ series on recreating ‘The Simpsons: Hit and Run’ in Unreal Engine 5, I thought I could utilise this game engine instead. Also, it would allow me to learn a new engine to add to my skillset.

Development Log

Oct 2025 - Dec 2025

Putting the 'squad' in squad-based shooter...

Creating additional characters for the player to control within the scene, each with their own custom loadouts.

Also implementing item proficiency into established systems to make the squad characters have a purpose.

Jul 2025 - Sep 2025

The weapons and characters were changed to facilitate the new recoil system, making it more of a challenge to aim and shoot. The player is no longer the Terminator, and will have to compensate for that recoil.

Modifying the camera position, rotation and field of view to better fit the original game.

Apr 2025 - Jun 2025

Implementing an explosion class which will be used by grenades, C4, RPGs, and anything else that creates a boom! 

 

Extra features were added to facilitate these changes including damage drop off and limb-based damage, which are now used by the weapon class. 

Oct 2024 - Mar 2025

Improving the default character animations & locomotion to improve the feel of the movement. 

Animations, Blend Spaces, Aim Offsets, Animation State Machines, Inverse Kinematics - the lot.

Benefit - the player no longer shoots themselves in the foot...​

Jun 2024 - Oct 2024

Small changes to fix what was implemented last time, and a new bullet ejection system.

Artificial , characters have also been introduced at a basic level, to understand how it works, with an AI state machine added.  

The 'Intelligence' part is pushing it...

Feb 2024 - Jun 2024

Shooter games require guns, right? Creating weapons for the game along with their functionality

Also added an inventory system to the player character to allow them to store their weapons, and implemented the corresponding HUD elements to show the inventory and weapon stats.

Jun 2023 - Feb 2024

Creating Lv2 "Safe Passage", from blocking out to fleshing out. Explaining the design decisions that were made to convert the original level into Unreal Engine 5

Also planning and creating the item classes and their functions.

©2025 by RDavisGames.

bottom of page