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.
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.
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.