Sci-Fi Action Game · 2025

PROJECT
OMEGA

A first-person sci-fi action game set inside a crumbling reactor complex overrun by mutated enemies. Developed at Game Lane Studios using Unreal Engine 5 — featuring custom characters, a projectile combat system, and full Blueprint implementation.

Unreal Engine 5 Blueprints Level Design Game Lane Studios
Reactor room with containment units

Unreal Engine 5 — Reactor Interior

01 // Gameplay

About the Game

Project Omega drops the player inside a containment facility overrun by mutated subjects. The core loop revolves around exploration, enemy encounters, and a projectile-based combat system — all built using Unreal Engine 5 Blueprints.

Sci-fi hangar interior
Symmetrical sci-fi corridor
02 // Level Design

Pipeline

01

Grey Boxing

Basic boundaries and structural layout blocked out to define spatial flow before any art pass.

02

Interior Build

Reactor flooring, metal paneling, containment units, and atmospheric interior lighting.

03

Exterior & Surround

External environment, textures on the facility exterior, and atmospheric exterior lighting.

04

Colour Grading

Post-process colour grading to create the dark, industrial sci-fi tone throughout the level.

Central reactor core with red vertical light

The reactor core — the central set-piece of the level with its intense red vertical beam.

Reactor room with containment cylinders

The reactor room — multiple glass containment cylinders with atmospheric steam (interior final pass).

Long industrial corridor

Approach corridor

Hangar with glowing floor strips

Hangar bay interior

03 // Enemy Character

Enemy character with idle animation — posed and rigged in Unreal Engine 5.

Enemy Design

The enemy is a heavily mutated humanoid — stony, cracked skin with glowing red eyes, suggesting exposure to the reactor core. Their idle animation establishes weight and menace while keeping a readable silhouette for moment-to-moment gameplay.

Mutated enemy with glowing red eyes

In-level placement

Enemy character closeup

Character closeup

04 // Main Character

Player Character

The main character is set up with an idle animation and a full Blueprint implementation including Enhanced Input Mapping, movement, and the projectile-based combat system. The Animation Blueprint drives transitions between idle, move, and attack states.

Controls

MOVEWASD
AIMMouse
FIRELeft Click
LOOKMouse
05 // Unreal Blueprints

Blueprint-First Development

The entire game logic is implemented using Unreal Engine 5's visual scripting system. Four core Blueprints power the game: an Animation Blueprint for character states, Collision and Projectile Blueprints for combat, and an Enhanced Input Blueprint for player controls.

Animation Blueprint — speed and direction logic

Animation Blueprint

Drives character animation states based on movement speed and direction. Controls transitions between idle, walk, and combat animations using a blend graph.

Projectile System Blueprint

Projectile System

Handles projectile hit detection, physics impulse on impact, and actor destruction — forming the core of the game's combat feel.

Collision System Blueprint

Collision System

Manages physics-based collision responses — handles impulse application and object and actor destruction on hit events.

Enhanced Input Mapping Blueprint

Enhanced Input Mapping

Sets up UE5's Enhanced Input system via the Local Player Subsystem — binding actions to the player controller for responsive, configurable controls.