Drone UE5
PC / Unreal Engine 5 / Solo Project / 2025
A solo Unreal Engine 5 project exploring remote warfare through drone control, psychological testing, and symbolic tunnel-flight levels.
At a Glance
- Core mechanic / system
- Drone operation, psychological test room, and tunnel hallucination flight.
- Design focus
- Mechanics-as-metaphor, remote warfare, obedience, and psychological fracture.
- Player experience goal
- Make remote combat feel efficient and procedural while exposing its moral and psychological cost.
- My contribution
- Solo design, UE5 Blueprint scripting, level blockout, UI logic, and overall game flow.
- Available materials
- Demo video, playable demo folder, and case-study PDF.
Project Summary
Drone is a first-person, narrative-driven war simulation game developed in Unreal Engine 5. Players take the role of a drafted drone pilot and experience war through three interconnected gameplay modes: realistic drone combat missions, high-pressure psychological evaluation tests, and hallucinatory tunnel flight sequences.
By combining military simulation with psychological horror and symbolic environments, the game explores how modern warfare turns killing into a remote, game-like process, and how this transformation erodes human morality and identity.
Project Intentions
This project was motivated by my reflection on modern drone warfare and post-traumatic stress disorder among real soldiers. I was struck by the contradiction that remote killing can feel like playing a game while the psychological trauma remains real.
Through this project, I aim to question the boundary between game and war, and to reveal how efficiency, obedience, and reward systems can gradually replace human conscience. Rather than glorifying violence, my goal is to let players experience how war turns humans into tools.
Personal Contribution
This is a fully independent solo project. I completed the core mechanics across all three gameplay modes: drone operation, psychological test room, and tunnel hallucination level.
I handled system design based on mechanics as metaphor, extensive Blueprint scripting for player control, AI behavior, UI logic, minimap behavior, test-room systems, tunnel collision, and overall game flow. I also created the environment layouts for the battlefield, psychological measurement room, and tunnel flight level, integrating environmental storytelling and visual metaphor through spatial design.
Video
If the embedded player does not load in a local file preview, use the YouTube link below or view the site through a local web server.