Lumos

An open-world game project in Unreal Engine 5, built solo, and used as the sandbox for every system on this site. One-line pitch of the game itself goes here.

Engine
Unreal Engine 5
Team
Solo
Dates
2025–2026
Role
Everything technical

What it is

Two or three paragraphs describing the game — setting, genre, the player fantasy, the shape of a session. Written for someone who has never heard of it.

Then the honest framing: what state the project is in, and what it is for.

assets/media/lumos-overview.mp4
<video autoplay loop muted playsinline>
A minute of the project in motion — world, traversal, and one quest beat playing out.

Goals

Lumos is deliberately not a vertical slice. It exists to force systems to be built at the scale where the hard problems actually appear — streaming, save and load, quest state, transitions — rather than the scale where they can be faked.

  • Production shape over production polish Systems are built the way they would be built on a team: data-driven, designer-facing, with debug surfaces. Art and content stay rough on purpose.
  • Everything authored outside C++ If a designer would need an engineer to change it, that is a flaw in the system, not a task for the engineer.
  • Iteration time is a feature Any beat in the game should be reachable in seconds, from the editor, without replaying what came before.
  • Reusable across projects Anything not specific to Lumos lives in a separate plugin, so it can be dropped into the next project intact.

How it is put together

Short section on the split between the game project and the reusable gameplay plugin, and why the line is drawn where it is. This is where the separation discipline gets explained, with the quest system as the worked example.

The rule. The plugin never references Lumos. Anything project-specific subclasses a plugin type instead — so the same quest system runs in a project that has never heard of castles, areas, or brooms.
← All projects Quest System →