06 / Project

Indirect-control Unreal Engine puzzle prototype

Escape Lab

Instead of controlling the character, players place limited tools that alter the environment and influence an automatically moving robot.

Timeline
About one month · solo project
My Role
Solo Game Designer & Unreal Engine Prototype Developer
Outcome
Five playable levels · Blueprint guidance

My contribution

All concept, robot behavior, intervention tools, puzzle solutions, five-level progression, UI flow, and environment layout design.

Tools & workflow

Solution-first level sketches → robot rules and hazard layouts → Blueprint implementation and scene integration in Unreal Engine.

All design is mine. Blueprint implementation included technical guidance; the prototype uses free 3D assets.

Raw gameplay: observe the route, place limited tools, and predict the robot's response0:10 · Play / pause · scrub to replay

Playable mechanic evidence

Place a tool, then watch the route change.

This direct gameplay clip shows the indirect-control premise without a presentation overlay: the robot keeps moving while the player changes the conditions around it.

Raw gameplay evidence: environmental intervention changes the robot's route0:26 · Play / pause · scrub to replay

Core mechanic

Control the conditions, not the character.

The robot continuously moves forward, uses ray detection to detect obstacles, and jumps when it detects gaps or obstacles. The player reads that behavior, changes the environment, and observes the result.

01Observe02Plan03Intervene04PredictRobot
behavior

Three intervention tools

Three tools change movement in different ways.

Wall

Block

Changes forward movement and the result of the robot's next jump.

Bounce field

Lift

Changes vertical movement to clear platforms or meet overhead hazards.

Reversal field

Redirect

Changes travel direction and reconfigures the route through the level.

Tools have limited quantities, cannot be recovered after placement, and incorrect solutions require restarting the level.

Five-level progression

Introduce one intervention, then combine the consequences.

Explore all five levels
01

Wall + spikes

Introduce blocking and the robot’s jump response.

02

Bounce + overhead hazards

Change vertical movement and predict a new collision path.

03

Reversal + pendulum

Teach changing robot direction with the double-bladed pendulum.

04

Rolling columns

Apply the existing toolkit against dynamic hazards.

05

Tools + portals

Combine previous tools and hazards into a final challenge.

Gameplay evidence: later levels combine portals, hazards, and all three interventions0:18 · Play / pause · scrub to replay

I designed from the intended solution backward: define the result, identify the required player actions, specify the robot response, and arrange platforms and hazards around that logic.

Removed from scopeTool-purchasing economy

Scope control

Keep the mechanic complete.

The project was scoped for roughly one month. The planned purchasing layer was removed because development time was limited. The final prototype kept indirect control, limited tools, restartable puzzles, health, slow motion, and a complete five-level arc.

Ownership

Complete puzzle design with a clear implementation boundary.

I designed the concept, robot rules, intervention tools, hazards, puzzle solutions, level progression, UI flow, win/loss conditions, and environment layouts, then assembled the playable Unreal Engine prototype.

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