Daniel Ibironke | Unreal Engine Games Designer
Jump and Solve
Software Used: Unreal 5, Microsoft Word, Piskel
Genre: Puzzle Platformer
Referenced Games: Human Fall Flat, Crash Bandicoot, Streets of Rage 4



Overview
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Solo puzzle platformer focused on simple interaction-based challenges.
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Core mechanics include button pressing, box pushing, pressure plates, and respawn logic.
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Puzzle design was inspired by Human Fall Flat.
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Bonus tokens and slide movement were influenced by Crash Bandicoot.
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Combat was included but kept secondary to the puzzle-platforming focus.
Design Focus
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Designed puzzles around buttons, pressure plates, crates, and doors.
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Used respawn mechanics to recover boxes if they fell out of bounds.
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Included optional collectibles through bonus tokens.
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Added light combat using a basic attack, charged heavy attack, and AOE star attack.
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Prioritised puzzle solving over combat complexity.




Implementation
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Built Blueprint Interfaces for buttons, pressure plates, and pickups.
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Used inheritance for pickup types and button functions.
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Created UI elements for the Main Menu, Pause Menu, Level Complete screen, and HUD.
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Displayed player stats including death count, clear time, coins, stars, stamina, lives, keys, and bonus tokens.
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Developed a Progress Manager for checkpoints, respawning, and status updates.
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Created a player character with Mixamo animations, including a death animation.
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Built two Game Modes: one for gameplay progression and one for the Main Menu.
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Set up a Game Instance to carry data such as health, lives, and pickups across levels.

Problems Solved
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Fixed infinite air sliding by checking whether the player was airborne.
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Added a cooldown to stop slide spamming.
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Used flowcharts to map pressure plate and door logic.
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Added Boolean checks to track whether the player or crate was on a plate.
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Placed small invisible cubes under crates to make movement smoother and prevent sticking.
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Improved combat animation transitions by handling attack and stance montages directly in the character Blueprint.
Changes and Cut Features
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Reworked the bonus round so it became part of the main level instead of a separate level.
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Cut a second character with limited jumping and bullet-shooting due to scope.
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Removed planned features such as a three-hit combo, platform-tilting mechanic, visible enemy health bars, and pressure-plate moving platforms.
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Kept the final scope focused on the main puzzle-platforming loop.


Reflection
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The project helped me practise Blueprint communication, UI tracking, and puzzle logic.
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The biggest design lesson was keeping puzzle systems readable and avoiding unnecessary feature creep.