Mystery of the Arcana

Student Project

TEAMLEAD/PROGRAMMER

PROJECT INFO

Duration

6 Monate

Team Size

1 Person

Platform

PC (Windows)

Engine

Unreal Engine 5.6

Local Multiplayer

Gameplay

Mystery of the Arcana is an local multiplayer co-op escape room game. As the sole full-time student developer, I programmed all core mechanics, refined puzzle concepts with feedback from "Finest Escape", and directed 4 student contributors for art and audio.

SYSTEM 01

Interaction & Puzzel System

01

MY TASK

My task was to conceptualize the co-op escape room puzzles and implement a modular interaction framework. I designed the puzzle mechanics from scratch and gathered professional feedback from real-world provider "Finest Escape" to refine game flow before engineering a decoupled system for raycasting, item handling, and multi-trigger conditions.

IMPLEMENTATION

I built a component-driven interaction pipeline paired with Blueprint Interfaces. The system performs continuous line tracing to trigger dynamic HUD prompts, manages object pickups, and evaluates cooperative puzzle logic (like timed simultaneous button presses) to notify target actors upon completion.

WHAT I LEARNED

I learned how to write fully decoupled Blueprint code using Interfaces and Event Delegates. This architecture allows player components to communicate with world objects and UI elements without creating hard class dependencies.

TECHNOLOGIES

Unreal Engine 5

Event-Driven Architecture

Co-Op Puzzle Logic

Blueprint Interfaces

BLUEPRINT - INTERACTION SYSTEM

Open code

SYSTEM 02

Replication System

Replication System

02

MY TASK

My task was to adapt all interaction and puzzle mechanics for network play, ensuring server-authoritative validation for simultaneous player inputs while delivering instant, smooth client-side feedback.

IMPLEMENTATION

I refactored the input and interaction pipeline into Unreal Engine 5's replication architecture. Enhanced Input actions trigger Server RPCs for authoritative state checks before executing targeted Client RPCs for local UI rendering. Critical puzzle state changes, such as door triggers, execute strictly on the server to keep all players perfectly synchronized without race conditions.

WHAT I LEARNED

I gained a solid understanding of Unreal's netcode, especially RPCs and variable replication. Refactoring my code taught me how to separate server game logic from client visuals, preventing lag and input conflicts.

TECHNOLOGIES

Unreal Engine 5

Server & Client RPCs

Network Authority

Replicated Object Movement

C# — CONTEXT STEERING

Open code