Maze Escape

A small Unreal Engine project where I explored efficiency in level design, blueprint scripting, and code organisation. The project focused on balancing gameplay with technical optimisation while also improving my coding standards.

  • Code Quality & Reusability

    The code was developed with professional standards in mind, using Unreal’s recommended naming prefixes, consistent commenting, and modular blueprints. This made the game easier to understand, maintain, and expand. The systems could easily be reused for new levels with only small adjustments. I identified a future improvement opportunity: adding more descriptive comments to explain how systems function, rather than only what they do.

  • Timer System

    Originally, Level 2 included a monster that chased the player, but I replaced this mechanic with a timer. This kept the level equally challenging but avoided the complexity and performance cost of pathfinding code. The timer was first implemented in a separate blueprint, but casting issues prevented it from displaying correctly on the HUD. To fix this, I moved the timer code into the HUD blueprint. I later used the “get current level name” node to ensure the timer only appeared in Level 2, solving an activation bug.

  • Efficient Level & Key Design

    Both levels used the same number of keys, which allowed me to reuse the same door and key code for both. In Level 2, keys spawn randomly, introducing replayability without adding new systems. Additionally, splitting the two levels into separate worlds reduced data load, as the computer didn’t need to hold all assets at once.