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.

Drone UE5 project cover

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.
Role
Solo designer and developer
Engine
Unreal Engine 5
Platform
PC
Year
2025

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

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Links & Downloads