Unreal Engine 5.6  ·  Solo Prototype  ·  4 Weeks

Battery
Rush

A fast-paced top-down action prototype where a lone robot manages limited energy — tied directly to the spotlight that keeps it alive — while navigating a hostile subterranean facility.

Built for Epic’s MegaJam theme “Here We Go Again,” Battery Rush centers on resource-driven tension: every second of light spends the energy you need to survive. The focus was readable feedback and a complete start-to-finish gameplay loop under tight production constraints.

UE 5.6
Engine
Weeks
Production Scope
Levels
Playable
Solo
Build

Systems Breakdown

How each system works

Every system pairs an animated gameplay clip with the Unreal Blueprint behind it. Click any Blueprint to view it full size.

01 / Controller

Top-Down Player & Camera

A customized top-down controller tuned for readable navigation through tight, low-light spaces.

  • Tuned movement and jump feel for top-down play.
  • Custom camera angle and responsiveness.
  • Built for clarity and control in low-light areas.
Gameplay
Top-down player and camera in motion
Animated GIFimages/player-camera.gif
Unreal Blueprint
Player and camera Blueprint
Blueprint Screenshotimages/player-camera-blueprint.jpg

02 / Resource

Energy & Light Loop

The core system: a spotlight that consumes energy in real time, restored by battery pickups and surfaced through UI feedback.

  • Spotlight consumes energy continuously.
  • Battery pickups restore remaining power.
  • UI feedback linked directly to current charge.
Gameplay
Energy and light resource loop
Animated GIFimages/energy.gif
Unreal Blueprint
Energy and light loop Blueprint
Blueprint Screenshotimages/energy-blueprint.jpg

03 / Progression

Collectibles & Progression

Pickup tracking, completion logic, and win-condition handling drive movement between the prototype’s two levels.

  • Collectible tracking and completion logic.
  • Win-condition handling per level.
  • Two-level progression structure.
Gameplay
Collectibles and progression
Animated GIFimages/collectibles.gif
Unreal Blueprint
Collectibles and progression Blueprint
Blueprint Screenshotimages/collectibles-blueprint.jpg

04 / Systems

UI & Game State Architecture

A unified game-state layer ties together menus, story setup, transitions, and a shared win/lose flow.

  • Main menu, story intro, and transitions.
  • Input and cursor mode management.
  • Unified win/lose state flow.
Gameplay
UI and game state
Animated GIFimages/ui.gif
Unreal Blueprint
UI and game state Blueprint
Blueprint Screenshotimages/ui-blueprint.jpg

05 / Hazards

Combat, Hazards & Interaction

Enemy hazards and collision-based failure create threat, with atmosphere tuned to keep danger readable.

  • Enemy hazard integration.
  • Collision-based failure logic.
  • Atmosphere tuned for threat readability.
Gameplay
Combat and hazards
Animated GIFimages/hazards.gif
Unreal Blueprint
Combat and hazards Blueprint
Blueprint Screenshotimages/hazards-blueprint.jpg

06 / Feedback

VFX, Lighting & Feedback

Niagara effects, dynamic gameplay lighting, and a post-process polish pass sell the atmosphere and reinforce player feedback.

  • Niagara FX for energy and environment.
  • Dynamic lighting tied to gameplay state.
  • Post-process polish pass.
Gameplay
VFX, lighting and feedback
Animated GIFimages/vfx.gif
Unreal Blueprint
VFX and lighting Blueprint
Blueprint Screenshotimages/vfx-blueprint.jpg

Project Overview

Light is the resource

A four-week prototype built to prove that a single scarce resource — energy spent on sight — can drive a complete, tense gameplay loop.

Challenge

Tension from scarcity

Create constant pressure from one limited resource and ship a full start-to-finish loop inside a tight four-week jam window.

Solution

Light as the clock

Bind energy directly to the spotlight, so every second of vision spends the power that keeps the robot moving and alive.

Outcome

A complete slice

Two playable levels with menus, story setup, UI, FX, and dynamic lighting — a full loop integrated end to end.

Core Game Loop

Burn light, find power, escape

Energy is the clock. The spotlight is both your only way to see and the thing draining the charge you need to survive.

01

Descend into the Dark

Enter the subterranean facility with only the spotlight to light the way.

02

Light Drains Power

The spotlight burns battery every second it stays lit.

03

Hunt for Batteries

Track down pickups to recharge before the darkness closes in.

04

Dodge the Hazards

Enemies and traps mean instant failure on contact.

05

Collect & Progress

Gather objectives and satisfy the level completion condition.

06

Reach the Exit

Escape the level with charge to spare and advance to the next.

The loop tightens every second — manage the light, or the dark wins.

Design intent: one resource drives everything — movement, pacing, and risk. Light is both the player’s tool and their liability.

Lessons Learned

What the prototype proved

Binding a single resource to the player’s core action created tension that needed no extra rules to explain.

What Worked

  • Tying energy to the spotlight made the core tension instantly readable.
  • One resource drove movement, pacing, and risk with no extra systems.
  • Niagara FX and dynamic lighting sold the atmosphere on a tight budget.

Next Iteration

  • More battery-placement variety to deepen route planning.
  • Expanded hazard behaviors for more dynamic threat.
  • Layered audio cues for low-power warning states.