We wanted to make “cleaning” feel like high-energy action with continuous decisions.

Built in Unreal Engine using a modular, data-driven Blueprint architecture so gameplay could be iterated and debugged quickly by the whole team. The core coverage system updates surface states in real time (clean/paint and re-dirty interactions) and exposes key tuning parameters through Data Assets and structured Blueprint variables, allowing designers to adjust scoring/coverage behavior, enemy re-dirty strength, and item effects without touching core graphs. Enemy behaviors are integrated into the same coverage ruleset so their movement can dynamically contest territory, while combat events feed into the scoring/results flow. UI is implemented with UMG and connected to the runtime game state to provide clear feedback for coverage, score, and round status. Audio triggers are designed to be event-driven (coverage changes, item usage, enemy defeat, milestones), making it straightforward to expand sound coverage consistently as content grows.
