In Lux Veritas
Concept: Playing with ray casting
This project was created during a 10-day game jam as a way to explore Unreal Engine 5.
 The full timeline covered everything from initial concept to gameplay prototyping and spatial layout design.
The idea started with a desire to play with light as a mechanic. That naturally led to an enclosed, interior space rather than an open landscape. I chose to work in complete darkness, using a flashlight or vision-based tool as the core mechanic with certain objects reacting to light to support progression.
To reinforce exploration, I added a simple key-door puzzle system. The player must locate power sources, absorb their energy, and transfer it to receiver objects to unlock doors and move forward.
Tutorial Video:
Layout pictures:
Gameplay reinforcement
Relying only on the flashlight mechanic felt too flat, so I introduced a layer of mental pressure through a limited energy system. The flashlight now drains a power gauge, with collectible energy sources placed strategically throughout the level. This encourages players to manage their light use carefully, adding tension and decision-making to exploration.
Level mechanics:
- Let it be light. Iterating with the use of the flashlight/vision, I created some lights orbs that the player needs to power up. Once they have been touched by the light, they lit the way. 
- I also created some disappearing and appearing walls that react to the vision to reinforce the exploration. 
- Simple button door 
- Moving platform 
- Jumping obstacles 
- Secret room 
- Appearing/Disappearing wall 
- Floor disappearing 
Main Hall Exploration:
What I learned:
- Understanding more ray casting 
- Ray tracing reaction on hit with Blueprints 
- Rotating a character’s head 
- creating a battery system and implementing it with a UI 
- Creating an energy system 
- Blueprint communication and event dispatchers 
- Iterate faster with blueprint 
- Playing with material and timeline updates for player feedback 
If I had more time I would have:
- Implement sound 
- Add a timer in the maze with the player locked in the room 
- create an enemy and a power to hit flying enemies 
- create a third room 
- implement more jumping gameplay elements 
- Maybe have the lights on a timer and have them powering off…maybe