
February 2025 · Solo · 3 days
Attraction Park
A small park where you move from ride to ride, collecting tickets before time runs out. I built it on my own in three days.
- My role
- Solo development · Unreal Engine
- Format
- 2D / 3D prototype · Single player
- Project status
- Prototype
- Technologies
01The project
One park, three days and a lot of pink.
In Attraction Park, you play a pixel art girl visiting a 3D park. The aim is to collect as many raffle tickets as possible before time runs out.
I made this assignment alone in three days at Quest Education Group. There are bumper cars, a knockdown game, a mirror maze and a roller coaster. And yes, the park is very pink.
How you play
- 01
Explore
Move between rides.
- 02
Take part
Play a short minigame.
- 03
Collect
Find as many tickets as possible.
- 04
Try again
Make the most of the remaining time.
02My work
A whole little park to put together.
For this assignment at Quest Education Group, I handled the project from start to finish: rides, visitors, materials and integration in Unreal.
The park’s rides
I developed all four rides. That meant moving from applying forces to cars to knockdown interactions, then mirrors and the roller coaster route.
The visitors
Visitors walk around and greet the player. Their Behavior Tree alternates random movement with a wait, using a Blackboard for the settings.
Bring the park together
Working alone, I also handled the 2D character in the 3D setting, materials and integration. The rides needed to be accessible from the same space and form one coherent little game.
03Under the hood
How the bumper cars move.
Car movement fits into a few Blueprint nodes: read the input, calculate a force in its direction and apply it to the physics component.
Bumper car movement
Take a closer lookRead the movement input.
The Enhanced Input event AI_BumperMove provides the triggered action’s value.
AI_BumperMoveCalculate a force along the car’s axis.
The input value is multiplied by Move Force, then by the Voiture component’s forward vector.
Action Value × Move Force × Forward VectorApply movement to the component.
The result goes to Add Force on Voiture. Turning uses a separate input, multiplied by Turn Speed and added to the current yaw.
Add Force / Combine RotatorsFollow the force calculation step by step.
Some development choices
Let visitors take their time
The park needed a simple movement routine to feel alive.
RandomMovementAi is followed by a five-second wait with a 3.5-second variation. The Blackboard key Range sets the movement radius.
Show how the attempt is going
In the knockdown game, the player needs to know what is left to knock over and how many throws remain.
Two counters show fallen cones and remaining balls. There is no need to leave the stand to check progress.
04In pictures
The project on screen.
5 imagesClick to enlarge ↗
The park in play and a look behind the scenes in Unreal, from the knockdown counters to the car controls.
The park
Pixel art characters, a 3D environment and rides reached from the central space.
The knockdown game
An attempt in progress, showing fallen cones and remaining balls.
The visitors’ routine
Random movement followed by a variable wait.
1
Moving with physics
The input is multiplied by the movement force and the car’s forward vector, then passed to Add Force.
2
Steering the car
The rotation input is combined with the component’s current rotation to change its direction.
Car controls
Applying forward force and combining rotation.
The ride’s route
The path curve is visible in the Unreal editor.
05Outcome and team
A complete little game within the assignment’s deadline.
In three days, I brought the rides, visitors and ticket collection together in one park. The setting is still a prototype, but the different mechanics form a single experience.
What is in place
- Four types of rides.
- AI visitors.
- A 2D character integrated into a 3D world.
Where the project stands
- A solo assignment made in three days.
- Simple scenery to leave more time for gameplay and integration.
Working alone means moving from one subject to another. Gameplay, technical and presentation choices quickly become connected.
Made by
- Léo Queiros Da Silva
- Solo development · Quest Education Group
Want to talk about this project?
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