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

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The Cave

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Spaceship level - September 2018