Replica
Overview
Replica is a third-person physics-based puzzle game demo built entirely solo using Unreal Engine 5 (Blueprints). The core mechanic gives players a “Copy and Paste” ability — duplicate objects from the environment and use them strategically to solve challenges.
Players interact with elemental properties (fire, ice, wood) that react with duplicated objects, creating emergent puzzle solutions and encouraging creative thinking.
Gameplay Demo
My Contributions
This was a fully solo project — I handled every aspect from concept to delivery:
🧩 Core Mechanic Design & Implementation
Designed and implemented the “Copy and Paste” mechanic from scratch using UE5 Blueprints:
- Object scanning and duplication system with physics preservation
- Elemental interaction matrix: fire melts ice, ignites wood; ice freezes water, etc.
- Duplicate cooldown and resource management to create strategic constraints
🗺️ Level Design
Built a complete 400m × 400m playable level entirely from scratch:
- Managed spatial flow to naturally guide players through escalating puzzle difficulty
- Designed structural layouts that teach mechanics organically without tutorials
- Scripted event triggers and environmental storytelling beats
- Iterated multiple times based on self-playtesting and peer feedback
🔧 Technical Scope
- Full Blueprint logic for player controller, interaction system, and puzzle triggers
- Asset sourcing and integration from Fab.com
- Custom 3D prop adjustments in Blender for level-specific needs
Tech Stack
| Tool | Purpose |
|---|---|
| Unreal Engine 5.4 | Game engine |
| Blueprint Visual Scripting | All gameplay logic |
| Fab.com | Asset library |
| Blender | 3D prop customisation |
Reflection
What Went Well
- The core mechanic clicked immediately in playtests — players understood it intuitively and started experimenting without prompting
- The elemental interaction system added unexpected depth with minimal added complexity
- Completing a full level solo from whitebox to polish gave me end-to-end ownership of the design process
What I’d Do Differently
- Scope the elemental interactions earlier — I added fire/ice mid-development which required reworking several puzzle solutions
- Invest more time in environmental storytelling to give the level a stronger sense of place
- Add a proper save/checkpoint system — the current demo restarts from the beginning on death
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