S.O.A.P

Project Overview

A team-based Unreal Engine arena game built around a Splatoon-inspired coverage loop: players paint/clean the arena floor to control space, build progress, and push score. Movement is fast and momentum-driven—your Soap Shoes create a sliding, skating-like feel, encouraging players to carve lines across slopes and curved surfaces rather than stopping instantly. The arena is constantly contested by multiple enemy types that pressure your routes; enemies can re-dirty surfaces as they move, forcing the player to actively maintain control.

Cleaning-themed items such as Bath Bomb and Bubble Wand add tactical options for burst coverage, precision cleaning, and crowd/space control. Players can also defeat enemies for points, balancing coverage efficiency with combat risk–reward.

Contributions

  • Coverage System: implemented the core paint/clean mechanics, score attribution rules, and gameplay feedback loop.
  • Built multiple supporting gameplay systems around coverage (e.g., progress/score tracking, fail/end conditions, and level runtime state management) and integrated them into the team’s overall architecture.
  • Developed and integrated UI: HUD (score/time/progress), level flow screens (level select / results), and clear player-facing feedback for coverage status and performance.
  • Created a data-driven workflow using Data Assets / structs / exposed Blueprint parameters so teammates can tune levels quickly (coverage tuning, scoring rates, enemy/encounter pressure, UI values) without touching core logic.
  • Provided “debug-friendly” tooling: in-editor visualization/prints/widgets, standardized variables, and clear entry points so other members can reproduce issues, tune values, and validate changes efficiently.
  • Concept & Intentions

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

    • Coverage as territory control: the ground state matters, and it changes dynamically during play.
    • Enemies as system pressure: different enemy behaviors disrupt optimal routes by re-dirtying areas and contesting hotspots.
    • Movement as the skill ceiling: Soap Shoes create momentum-based traversal—drift control and slope play define mastery.
    • Tools as tactical verbs: items like Bath Bomb and Bubble Wand reshape space and timing, not just visuals.
    • Replayable score-attack pacing: quick rounds, readable feedback, and performance incentives through both coverage and combat.

    Gameplay

  • Momentum traversal: Soap Shoes reduce instant stopping and encourage flow-based movement—players slide, drift, and exploit slopes/curved geometry to maintain speed and reposition.
  • Clean / paint the floor: players convert dirty/neutral surfaces into controlled coverage that drives progress and scoring.
  • Enemy pressure and re-dirty mechanics: enemies move through the arena and leave re-dirt trails, undoing previous progress and forcing reactive routing and area re-clearing.
  • Combat for score: players can kill enemies to gain points, deciding when to engage versus when to keep moving to secure coverage.
  • Cleaning items for control:
    • Bath Bomb: burst tool for fast area conversion and breaking contested zones.
    • Bubble Wand: precision or ranged coverage to secure routes, poke contested paths, or maintain control while moving.
    • etc.
  • Level Design

    Level 1 Prototype

    Technical Implementation

    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.

    Demo

    Next Steps

    Polish the art pass for a more cohesive visual identity and clearer readability during fast movement, fix remaining gameplay/UI/build stability bugs found during team playtests, and expand the audio layer with more responsive SFX and pacing-driven ambience/music so coverage actions, enemy pressure, and key milestones feel more impactful.