AHG
Real-time & 3D

Eligius: a video game built in Unreal Engine

Learning the engine the hard way — by shipping a playable demo

  • unreal-engine
  • game-dev
  • blueprints
  • real-time

Also in: EspañolFrançais

There is a limit to what you learn about a game engine from tutorials. Eligius is the project where I crossed that limit: a small third-person game built in Unreal Engine 5, from an empty level to a packaged executable that other people could download and play.

What it is

A short, atmospheric exploration demo. The goal was never to ship a commercial game but to touch every part of the pipeline once:

  • World building — blocking out the level, then dressing it with Quixel Megascans assets and custom materials.
  • Lighting — Lumen global illumination and Nanite geometry, the two features that made UE5 feel like a generational jump, tuned for a 60 fps target on a mid-range GPU.
  • Gameplay — character movement, camera, interactions and a simple objective loop, implemented in Blueprints with a few C++ helpers.
  • Cinematics — the trailer at the top was rendered from Sequencer with the Movie Render Queue.
  • Packaging — building and signing standalone executables for macOS and Windows, which is its own education in platform quirks.

What I took away

  • Blueprints scale further than people think, as long as you treat them like code: naming, folders, and a few reusable components.
  • Lumen and Nanite change what a solo developer can build. Photoreal lighting without baking, and film-quality assets without LODs, remove two of the most time-consuming steps of the old pipeline.
  • Packaging is half the project. Getting a build to run on someone else’s Mac taught me more about the platform than the whole level did.
  • This is where the MetaHuman work came from. Once the world existed, I wanted a believable character to put in it — see MetaHuman.

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