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Science Labs

Did you ever dream of growing up to become a Super Intelligent Scientist?! Who gets to perform some wacky, incredible, unbelievable experiments?!

Nah?

Us neither...

 

But heres a game about a Ragdoll Scientist who gets to do some of those Experiments!

Experiments such as:

 

Portals! (W.I.P-TBD)

Your task will be to create Portals! (now you're thinking with portals.)

- The Head Techs at R&D Have developed a rudimentary Portal System, Linking the ITCH (International Technology Center for Humanity). To our Lab on planet SCRATCH-06!

 

Black Hole! (Alpha 1)

 

Create a Black Hole, And feed it with Mass until it Stabilizes!

- As the Lead Scientist in the "Black Hole Research Division". Your job, is to combine various materials in the "Black Hole Generator" to create a Child Black Hole! 
Once the Black Hole is created, and Generating Electricity. Your next task will be to Fill the Black Hole with High Mass Items, Because the Automatic Feeding system is blocked with crystals for some reason... 
Grow the Black hole in size, Until it reaches "Self-Sufficient Status!" 
but for some reason, during previous attempts to create a black hole, the vents started making really weird banging noises? 
I'll get maintenance to go and have a look...


Things that can be thrown into the Black Hole are!:
-Tables 

-Chairs

-Toilets

-Computers

-Fences

-Interns

-Whiteboards

-Valuable scientific Equipment

-Your Boss

-Everything but the kitchen sink! 

Actually. The kitchen sink as well! Anything that isn't Nailed down can go in! 

 

Fuel Refining! (WIP - Alpha 5)

 

Okay so this one probably isn't that interesting. But its handy to know in case something happens on the Base!

- As the Lead Scientist (which is starting to seem more like a jack-of-all-trades...) Your next task is to Refine Fuel from an organic substance found under the ground of SCRATCH-06! The Brown-ish Liquid was found in conveniently placed underground Pipes labelled "SwgWst". So, Pretty handy!
It also smells HORRIFIC. So make sure you don't eat while handling it!
Your job will be to use the Forklift, To move the "SwgWst" Barrels from the Loading Dock, To the fuel refinery room. And insert it into our Proprietary "FrtMnchr" Equipment. Which will remove the funny smells. And convert it into usable fuel for the Station! The Equipment is rather noisy, so hopefully it'll drown out the creaking noises coming from under the floors...

 

Cargo Loading! (WIP - Alpha 5)

Again, This one is only for a WORST CASE SCENARIO Type of situation. But that would never happen!.. right?

-Your next task is? You guessed it! Cargo Loading! Using your big strong Scientist arms, you get to throw Equipment from the Loading dock, Into the Ships Cargo Bay! Hell, If there is any workers down there, chuck them in too! I'm sure they wont mind having a few days off in the infirmary!
Be careful what you throw into the Cargo bay though! There has been reports of Un- regulated Flammable and potentially Explosive objects in the Loading dock. Which could cause problems if they're thrown!

Development & Role

Science Labs was co-developed in Unreal Engine 5 by myself and a tech artist, with a shared focus on designing interactive gameplay systems and a lighthearted visual style. The project aimed to explore couch co-op mechanics, physics-driven gameplay, and emergent chaos through player experimentation.

My primary responsibilities included:

  • Core Gameplay Systems:
    Developed all player movement, character interactions, gadget logic, and environmental triggers using Blueprints. Each gadget had unique effects, risks, and use-cases—encouraging creative and unpredictable play.

  • UI & Input Setup:
    Created menus, character select screens, and local player UI elements. Designed input mappings to support multiple players using gamepads and shared keyboard input.

  • Physics-Based Interactions:
    Built modular systems for interactable lab objects—such as pressure plates, explosive barrels, and unstable teleporters—using UE5’s physics and collision events.

  • Game Loop & Arena Logic:
    Designed the flow of matches, win/lose conditions, and how the environment could be used as both tool and trap during play sessions.

  • Sound & Feedback:
    Implemented responsive audio cues and particle effects to reinforce interactions, chaos, and game feel.

 

Skills Demonstrated

  • UE5 Blueprint scripting (event-driven & physics-based logic)

  • Local co-op input management (multiple controllers, shared keyboard)

  • UI development (character select, health/status indicators)

  • Environmental interactivity and trap logic

  • Collaborative development (task division and version control)

  • Game loop and session design

  • Visual feedback systems (particles, sound cues, screen shake)

  • Balancing gameplay chaos with intuitive control

 

With more to come in the Future! 

Current State of Development:

  • Stage 1 Alpha Development: Proof of Concept, Prototype and First Level -Completed - 10/1/24 - 23/05/2024

  • Stage 2 Alpha Development: Expansion of Concept, New Mechanics and Second Level - Completed - 25/05/24 - 10/06/2024 (exp - 10/08/24)

  • Stage 3 Alpha Development: Expansion of Concept, New Mechanics, Third and Fourth Levels - In Progress (exp - 14/08/24 - 21/12/24)

  • Stage 4 Alpha Development: Expansion of Concept, Polishing Mechanics, Fifth Levels and Complete Story - Not Started (exp - 2/1/25 - 23/4/25)

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