Game Examples — "Project Void" Horror Game Prototype
Directory: docs/game/
Purpose: Complete reference documentation for building the "Project Void" psychological horror FPS prototype using the UE5 Modular Game Framework. Every document shows exactly what Blueprint assets to create, how to wire them, and how to integrate with framework systems.
These documents are separate from the framework — they describe assets that go in a Content/Game/ folder, not Content/Framework/. The framework provides the rules and systems; these examples show how to build a complete game with them.
Master Index
| Document |
Covers |
Status |
| GAMEINDEX.md |
MASTER REFERENCE — Complete game structure, all 170+ assets, all 135 framework systems mapped, 21-phase build order, scene flow |
✅ |
| README.md |
THIS FILE — How to use these docs, framework separation rules |
✅ |
Core Game Systems (Build Phase 1)
| Document |
Asset(s) |
Systems Demonstrated |
| core-gameinstance.md |
GI_HorrorGame |
GI_GameFramework (04) — boot sequence, subsystem init, save slots |
| core-gamemode.md |
GM_HorrorGameMode |
GM_CoreGameMode (05) — spawn rules, death routing, chapter transitions |
| core-controller-state.md |
PC_HorrorController, PS_HorrorPlayerState, GS_HorrorGameState |
PlayerController, PlayerState, GameState — input routing, player data, global session state |
Gameplay Systems (Build Phases 2-6)
| Document |
Assets |
Systems Demonstrated |
| scene-flow.md |
All 11 .umap levels — scene transitions |
GI_GameFramework, GM_CoreGameMode, SS_UIManager, BPC_LoadingScreen, WBP_SplashScreen — complete boot-to-credits scene loading |
| playercharacter.md |
BP_HorrorPlayerCharacter (27 components) |
All 02-player (8), 03-interaction (1), 04-inventory (8), 08-weapons (5), 16-state (1) — the single most important game asset |
| levels.md |
All 11 level maps — layout, objectives, encounters |
GM_CoreGameMode, BP_DoorActor, BP_Checkpoint, BP_NarrativeTriggerVolume, BPC_ProceduralEncounter |
| ui-overrides.md |
8 WBP_Game* widgets |
All 14 06-ui systems — MainMenu, HUD, PauseMenu, Inventory, Journal, SplashScreen, DeathScreen, LoadingScreen |
Content Systems (Build Phases 5-13)
| Document |
Assets |
Systems Demonstrated |
| items-index.md |
13 DA_Item_* + 18 BP_Pickup_* characters |
DA_ItemData (07), BP_ItemPickup (25), BPC_InventorySystem (31), all item types |
| item-flashlight.md |
DA_Item_Flashlight + BP_Pickup_Flashlight + BP_Flashlight_Held |
Tool, I_UsableItem, I_Toggleable — FULL BUILD |
| item-pistol.md |
DA_Item_Pistol + BP_Pickup_Pistol + BP_Pistol_Held |
Weapon, hitscan, ammo, recoil, reload — FULL BUILD |
| item-medkit.md |
DA_Item_MedKit + BP_Pickup_MedKit |
Consumable, health restore — FULL BUILD |
| item-keycard.md |
DA_Item_KeycardOmega + BP_Pickup_KeycardOmega + BP_Door_OmegaWing |
KeyItem, I_Lockable, door unlocking — FULL BUILD |
| weapons-index.md |
BP_Pistol_Held, BP_Shotgun_Held, BP_Flashlight_Held, BP_Crowbar_Held |
BP_WeaponBase (69), BPC_FirearmSystem (74), BPC_MeleeSystem (76), pellet spread, shell reload |
| enemies-index.md |
3 enemy types + 1 NPC + 3 AI controllers + 3 behavior trees + 3 blackboards |
All 09-ai (9): BP_EnemyBase, BPC_AlertSystem, BPC_AIStateMachine, BPC_AIPerceptionSystem, BPC_AIMemorySystem |
Narrative & Progression (Build Phase 13)
| Document |
Assets |
Systems Demonstrated |
| narrative-progression.md |
4 DA_Dialogue_*, 4 DA_Objective_*, 2 DA_Cutscene_*, 4 BP_NarrativeTriggerVolume, lore entries |
All 07-narrative (11): BPC_NarrativeStateSystem, BPC_ObjectiveSystem, BPC_DialoguePlaybackSystem, BPC_DialogueChoiceSystem, BPC_BranchingConsequenceSystem, BPC_CutsceneBridge, BPC_EndingAccumulator — 3 endings |
Atmosphere, Audio & Scares (Build Phases 14-18)
| Document |
Assets |
Systems Demonstrated |
| atmosphere-audio.md |
6 DA_AtmosphereProfile, 6 DA_RoomAcousticPreset, 6 DA_ScareEvent, 6 BP_RoomAudioZone, light events, memory drift |
All 10-adaptive (15) including 132-135 MetaSounds Audio: SS_AudioManager, BP_RoomAudioZone, BPC_ScareEventSystem, BPC_LightEventController, BPC_MemoryDriftSystem, BPC_PacingDirector, BPC_AdaptiveEnvironmentDirector |
Save, Death & Persistence (Build Phase 15)
| Document |
Assets |
Systems Demonstrated |
| save-checkpoints.md |
4 BP_Checkpoint_*, death screen, void space logic |
All 05-saveload (9): SS_SaveManager, BPC_DeathHandlingSystem, BPC_AltDeathSpaceSystem, BPC_PlayerRespawnSystem, BPC_PersistentCorpseSystem, BPC_PersistentWorldStateRecorder, BPC_RunHistoryTracker, I_Persistable |
Polish & State Gating (Build Phases 19-21)
| Document |
Assets |
Systems Demonstrated |
| polish-loading-credits.md |
6 BP_TutorialTrigger_*, WBP_CreditsScreen, WBP_DebugMenu, BPC_DevCheatManager |
All 13-polish (9): BPC_TutorialSystem, BPC_LoadingScreen, BPC_AnalyticsTracker, BPC_DevCheatManager, BPC_ErrorHandler, BPC_FPSCounter, WBP_CreditsScreen, WBP_DebugMenu |
| state-gating-examples.md |
DA_StateGatingTable_Horror |
BPC_StateManager (130), DA_StateGatingTable (131) — 15 game-specific gating rules, void space restrictions, horror state logic |
Folder Structure in Your UE5 Project
Rule: Never modify files in Content/Framework/. Create your assets in Content/Game/ as children of framework classes and reference framework systems via interfaces, event dispatchers, and Data Asset references.
How to Build This Prototype
Phase-by-Phase (from GAMEINDEX.md)
- Project Settings — Enable plugins, register 11 GameplayTag Data Tables, set Asset Manager
- Core Classes — Create 5 game-specific children of framework classes
- Maps — Create splash, menu, and sandbox levels
- Player Character — Build BP_HorrorPlayerCharacter with all 27 components
- Items & Pickups — Create all 13 Data Assets + 18 pickup actors
- Doors & Actors — Create all interaction actors
- Weapons — Create 4 held weapon/tool actors
- UI — Create 8 game-specific widget overrides
- Enemies — Create 3 enemy types with full AI
- Narrative — Create dialogue, objectives, cutscenes, ending system
- Atmosphere & Audio — Create profiles, scare events, room zones
- Save System — Create checkpoints, wire death/respawn/void space
- Polish — Tutorials, loading screen, credits, debug, analytics
- State Gating — Configure game-specific state rules
- Full Levels — Populate all 11 maps with placed assets
Each document provides:
- What to create — Exact asset name, parent class, folder location
- Blueprint wiring — Node-by-node logic flows, event graph structure
- Variables & configuration — Every variable with type, default, purpose
- Integration points — How the game asset talks to framework systems
- Verification checklist — How to test it works
Reference — Framework Systems Used
All 135 framework Blueprint systems are covered by at least one game asset. See GAMEINDEX.md for the complete framework-to-game mapping.
| System Category |
Framework Systems |
Game Assets That Use Them |
| 00-project-setup |
1 |
GI_StarterGameInstance → GI_HorrorGame |
| 01-core |
7 + 11 CSVs |
GI_HorrorGame, GM_HorrorGameMode, GS_HorrorGameState, all items/pickups/doors |
| 02-player |
8 |
BP_HorrorPlayerCharacter (all 8 components) |
| 03-interaction |
8 |
All doors, puzzles, hiding spots, usable objects, pickups |
| 04-inventory |
11 |
BP_HorrorPlayerCharacter (all 11 components), all pickups, containers |
| 05-saveload |
9 |
Checkpoints, death system, void space, respawn, persistence |
| 06-ui |
14 |
All 8 WBP_Game* widget overrides |
| 07-narrative |
11 |
Dialogue, objectives, cutscenes, branching choices, endings |
| 08-weapons |
11 |
All 4 held weapons, ammo, recoil, reload, hit reactions |
| 09-ai |
9 |
3 enemy types with full AI setup |
| 10-adaptive |
15 |
Atmosphere profiles, scare events, lighting, memory drift, pacing, room audio |
| 11-meta |
2 |
Achievements, progress stats |
| 12-settings |
2 |
Settings menu, accessibility |
| 13-polish |
9 |
Tutorials, loading, credits, debug, analytics, error handling |
| 14-data-assets |
16 |
All DA_* content instances |
| 15-input |
1 |
All input actions + contexts via SS_EnhancedInputManager |
| 16-state |
2 |
State gating rules, GASP liaison, vital signals |
Notes for Expansion
This prototype covers the minimum viable product to demonstrate all 135 framework systems. For a full game:
- Replace whitebox meshes with final art assets
- Record professional audio (150+ sound triggers per sound catalog)
- Write complete narrative with branching dialogue for all interactions
- Add 10+ puzzle devices with increasing complexity
- Create 20+ scare events with unique anticipation/payoff pairs
- Implement adaptive difficulty with player metrics feedback loop
- Add 3-5 ending variations
- Localize all text into multiple languages
- Add multiplayer support (server-authoritative replication)
- Create platform-specific builds (PC, Xbox, PS5)
See each individual document's "Notes for Expansion" section for system-specific extension ideas.
README v2.0 — Complete game prototype documentation for Project Void. See GAMEINDEX.md for the master game structure reference.