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EDGAR ALEXANDER KNAUER
Programmer & Designer

About Unnatural Box
Platform: Windows Desktop
Project Duration: 1 Month
Project Type: University/ Solo
Engine: Unreal Engine 5
Team Size: 1
My Tasks
Unnatural Box was a project with the goal to get experienced with Unreal Engine 5. My focus lay on learning the editor environment, creating functionality via blueprints and blueprint graphs, keeping up folder & object hierarchy as well as corresponding naming conventions, and making use of megascans. The project itself is based of the third person shooter template already provided by Unreal.
Specific elements of the engine I engaged with included: Creation of materials; Using megascans for foliage; Importing and using sounds; Creating blueprint widgets for start and end screen, as well as unit selection; Creating blueprint classes for a minimap; Creating blueprint classes for unit selection and movement; Creating blueprint classes for the puzzle mechanic; Building a navigation mesh
The Game
Unnatural Box is a simple puzzle experience, during which the player tries to solve a maze and escape with all 10 units scattered across it. It does not have major design decision, however, I tried to switch up the approach players need to take mentally for subsections of the puzzle. Sometimes it is straight forward, sometimes they have to invest a lot of their units to a supposedly dead end or take steps back to be able to go forward again.
Feature Example
The following pictures show blueprint excerpts from the RTSMarqueeHUD event graph. Functionality includes the drawing of the selection rectangle, recognition of interface implementation for selected actors, adding and removing selected unit/s from an all-units array. Additionally, there are pictures showing other related functionality for the unit selection system, like setting up and populating the selected units widget or setting their decal visibility.

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