Unreal Engine 5 Systems Design

Sustainacity

Superhero City Defence

Documentation Focus
Solo Team Size
Educational Type
Sustainacity Hero
01. Overview

The Project

Sustainacity is a unique superhero game developed in Unreal Engine 5 with a core theme of sustainability. Designed during my third year of college, a third-year college project where the research and documentation mattered as much as the game itself.

You play as a superhero flying through a procedurally generated low-poly city, tasked with defending it from incoming asteroids using laser-eye abilities. The project combines smooth flight mechanics with arcade-style defence gameplay.

Gameplay Overview
02. Research & Theory

Research

My dissertation; "How do you maintain engagement in a simulation game?"; was the starting point for this project. It looked at how games keep players interested, mostly through difficulty and immersion.

Theory

Dynamic Difficulty

Kristan et al.

Adjusting the challenge while you play, based on how you're doing; hard enough to stay interesting, never so hard it gets frustrating.

Psychology

Autotelic Personality

Flow Psychology

Some players are motivated by the activity itself rather than rewards. The design tries to reward curiosity and mastery, not just points.

Design

Immersion

Michailidis et al.

If the world feels believable, players care about protecting it; which is the whole hook of the game.

03. Development

How It Was Built

Development Showcase
Development process: From Low Poly assets in Blender to City Layouts in Unreal Engine 5.

Core Systems

Although the marking focus was documentation, the prototype is fully playable. The procedural city generation ensures a unique environment for every playthrough, while the flight controller provides a satisfying sense of movement.

  • Procedural City WFC algorithm generates unique low-poly layouts.
  • Flight Mechanics Smooth superhero flight controls.
  • Laser Combat Auto-aim assist for destroying asteroids.

Tools & Tech

Unreal Engine 5

Utilized Blueprints for rapid prototyping of simulation logic and the UI system.

Blender

Created a cohesive Low Poly art style to allow for large-scale city rendering without performance hits.

C++ / Blueprints

Hybrid workflow using C++ for core systems performance and Blueprints for rapid gameplay iteration.

Canva

Used for planning layouts, presentation slides, and visual documentation.

04. Reflection

Looking Back

What Went Well

  • Documentation: Kept thorough records of development over several months.
  • Implementation: Clean Blueprint and animation work kept development moving.
  • Playtesting: Players confirmed the game was genuinely fun, not just functional.

Areas for Improvement

  • Graphics: The buildings could look better and the city could be bigger.
  • Tuning: The mechanics and difficulty needed more polish.

Documentation

Detailed design documents and presentations created during development.

Presentation Slides

Slide 1
Slide 2
Slide 3