Project 05 09
Pixel art characters in the pink amusement park

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
Unreal Engine 5.4.4BlueprintsMaterials

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

  1. 01

    Explore

    Move between rides.

  2. 02

    Take part

    Play a short minigame.

  3. 03

    Collect

    Find as many tickets as possible.

  4. 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.

01

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.

  • Blueprints
  • Physics
  • Interactions
02

The visitors

Visitors walk around and greet the player. Their Behavior Tree alternates random movement with a wait, using a Blackboard for the settings.

  • AI
  • Behavior Tree
  • Blackboard
03

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.

  • Integration
  • Materials
  • Solo prototype

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 look

Read the movement input.

The Enhanced Input event AI_BumperMove provides the triggered action’s value.

AI_BumperMove

Follow the force calculation step by step.

Some development choices

Let visitors take their time

The starting point

The park needed a simple movement routine to feel alive.

What we did

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

The starting point

In the knockdown game, the player needs to know what is left to knock over and how many throws remain.

What we did

Two counters show fallen cones and remaining balls. There is no need to leave the stand to check progress.

04In pictures

The park in play and a look behind the scenes in Unreal, from the knockdown counters to the car controls.

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.
What I take away from it

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

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