Lucid’s Dream
About
Lucid’s Dream, my third game, was created for the BigMode Game Jam and marked my first experience using Unreal Engine.
In this adventure, you play as the dream-diver Lucid, who ascends a nightmare tower to erase “Custard Dog,” a cosmic bogeyman gnawing at humanity’s sleep. Each floor spawns his freakish minions, but with the assistance of Lucid’s trusty sprite sidekick, you can summon random abilities to clear the nightmares and restore peaceful dreams.
Project Info
- Role: Gameplay Programmer
Team Size: 5
Time Frame: 12 Days
Engine: Unreal Engine
Status
Currently finalizing the concluding cutscene to complete the project.
Introduction
Lucid’s Dream was a 10-day game jam project and my first real experience with Unreal Engine. Although I’d previously coded in C# and Java at Georgia Tech with Android Studios, Unreal’s Blueprint system opened up a ton of possibilities, even as I was just learning the ropes. My responsibilities spanned core system implementation, gameplay design, and bug fixing.
I designed and developed several key gameplay systems, like enemy AI, animations, and combat logic. The enemy lineup included both ranged attackers (emerging from the ground) and melee types, plus a two-phase boss fight that ramps up in difficulty as its health drops.
One of the most memorable features I built was the gacha-inspired power-up system. Players collect coins, earned by defeating enemies or found throughout the level, to “pull” random abilities. Just like in a real gacha game, sometimes you get a dud, sometimes a powerful upgrade, complete with rarity and a pity system to keep things interesting. This added replayability and a sense of surprise to every run.
I also handled the UI, menus (main and options), health bar and tracking, in-game currency collection, the dash ability, and cutscene/dialogue systems. For the level designer, I created interactive platforms: bouncing beds, vanishing clouds, and warp portals with instanced editable variables for easy tweaking. Other features I implemented included unique power-ups like black holes that pull in enemies, instant explosions, and logic for player weapons and hit detection.




