Boom Guy

Is a retro inspired survival FPS built in Unreal Engine 5. Fight, explore, and escape a brutalist prison station filled with deadly guards, mutants, and environmental hazards. Gameplay focuses on intense action, environmental storytelling, and modular blueprint systems.

Unreal Engine 5 FPS Blueprint Horror Design Interaction System
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Overview

The game loop follows a linear structure: fight, explore, exit. Each level begins at a locked door and ends at another, guiding the player through hand placed encounters and atmospheric set pieces. Combat is simple and punchy, inspired by Quake, with a single rifle as the primary weapon. No progression system exists beyond level triggers. Environmental storytelling supports the tone through blood trails, posters, and terminals. A zero gravity room breaks up pacing with floating debris and chaos. Encounters rely on strong level scripting, with no AI spawning during runtime.

Source Document

CI414 Unreal Project Report

Design Notes

  • Core direction was built around relentless combat, resource pressure, and tense exploration.
  • Level pacing intentionally alternates high-intensity encounters with quieter traversal or puzzle beats.
  • Player guidance relied on diegetic cues: lighting, debris placement, alarms, and environmental signage.

Playtest Driven Changes

  • Zero-gravity readability was improved after tester feedback by adjusting debris scale and scene lighting.
  • Guard behavior and encounter readability were iterated to reduce predictability in patrol/combat spaces.
  • Scope was trimmed (including a cut permanent gravity-toggle path) to protect overall project stability.

Gallery

Featured Systems

Interaction System

Interface driven · Modular · Player and Object Communication
  • Player sends interaction calls to objects using Blueprint Interfaces.
  • Doors, buttons, keypads, and triggers share a unified event path.
  • Keeps the character blueprint clean and expandable.
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Gravity Room

Zero G Zone · Debris Spawner · Pacing Break
  • Floating props and hazards spawn within the zone.
  • Low gravity physics changes the player's movement feel.
  • Encourages exploration and breaks pacing mid-level.
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