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Intra Nebulas (Capstone Project)

Specifications

Role: 

Project Lead,

Game Designer,

Environment Designer

Genre: 

Action

Engine: 

Unreal Engine 5

Platform: 

PC

Team Size: 

9

Duration: 

6 months

Year: 

2022

Overview

A sci-fi action platformer set on a desolate planet where players navigate through the ruins of an advanced civilization while battling hostile arachnid creatures and automated defense systems. Players must reach an ancient telescope structure that holds the key to the planet's mysteries.

What I Owned

  • Directed a 9-person cross-functional team through a full production cycle, from concept to a delivered 20-minute build
  • Designed the double jump and dash movement system, including how dash doubles as a defensive tool
  • Specified both enemy types and their difficulty scaling curve across the run
  • Laid out the complete level as a two-act structure, including turret placement and sightline geometry
  • Built the environment and set dressing for the ruins
  • Ran playtests and iterated turret encounters based on what players actually did
  • Managed milestones and scope

Design Decisions

  • Two acts, two threat types. Act 1 puts players against arachnid enemies that scale in size and difficulty, teaching combat in a forgiving space. Act 2 introduces laser turrets guarded by holographic arachnids, forcing movement and combat together. Splitting the run this way meant every mechanic got a low-stakes introduction before it appeared under pressure.
  • Dash as defense, not just traversal. Turrets track player position precisely, so the only reliable answer is breaking line of sight and attacking from behind. That gave the dash a second job beyond platforming and made Act 2 a test of what Act 1 taught.
  • 6 months, fresh experience. Since the team was composed of 9 team members completely new to Unreal Engine and Game developers, tons of brainstormed ideas had to be compromised, such as (Player Attack Abilities, Puzzle Gated Entry Points, Enemy Variance)

Implementation

Character Movement Design
Arachnid Types
Turrets & HoloSpider Encounter
  • Movement System: Double jump and dash mechanics for precise platforming
  • Combat: Basic attack combo system with timing-based damage
  • Enemy AI: Progressive difficulty scaling with two distinct enemy types

What Playtesting CHanged

  • Problem: Early playtests showed the turret encounters were too punishing, players didn't understand they needed to use dash defensively rather than offensively.
  • Solution: Redesigned turret placement showing their sight lines. That telegraphed the dash-behind strategy without removing the challenge.

What I'd Do Differently

Given the chance to work again on this project:

  • I'd design for scale with resources kept in mind. 
  • Follow a proper level design pipeline
  • Assess my team's capabilities and what we can and can't do

EXTRAS

Awards

🏆 First Place - Mansoura University Science Fair Competition

Game Ambience (Unmute Video)

Download & Play Intra Nebulas