Three prototypes. One quick look.
Real gameplay from three projects, with original Core Escape Blueprint captures. English titles, optional Portuguese subtitles and no audio.
Download showreelI’m Lucas. I build gameplay systems with Blueprints and turn ideas into playable Unreal Engine prototypes.
Real gameplay from three projects, with original Core Escape Blueprint captures. English titles, optional Portuguese subtitles and no audio.
Download showreelOriginal editor captures explain Structures, Data Tables, Event Dispatchers, Enum / Switch, Timers, Timeline / Lerp and SaveGame. English explanations, Portuguese subtitles and no audio.
Download breakdown00:10 / Structure: ST_GameConfig groups TimeLimit, RequiredCores, RequiredTerminals and DoorOpenTime.
00:18 / Configuration: LoadGameConfig reads the Default row of DT_GameConfig. Break ST_GameConfig exposes each field; Row Not Found has a debug message.
00:28 / Terminal event: Interact passes through Do Once and calls OnTerminalActivated. At 00:37, the GameMode binds terminal instances with For Each Loop; the handler registers progress. Core pickups use OnCoreCollected in the same way.
00:56 / Enum and Switch: the development diagnostic routes Waiting, Playing, Won and Lost through Switch on E_GameState to distinct debug messages.
01:08 / Countdown: Set Timer by Event repeats every second. CountdownTick reduces TimeRemaining; at zero the captured iteration clears the timer, sets Lost and checks the state.
01:20 / Door: Timeline Alpha drives Lerp (Vector) between ClosedLocation and OpenLocation. Update applies Set Relative Location to the Door component.
01:32 / Settings: the options widget copies the slider value to SG_CoreEscapeSettings and calls Save Game to Slot. The editor screenshots are development snapshots; the final gameplay follows at 01:44.
Explore the full projectReal prototypes. Real gameplay. A look at what I’ve been building.
A third-person sci-fi escape prototype. Collect 3 energy cores, activate 3 terminals and reach the exit in 150 seconds.
Explore projectAn off-road driving prototype set in a sculpted desert. Vehicle gameplay, boost feedback, procedural scenery and Blueprint-triggered VFX.
Explore projectA progressive Blueprint learning project. Platforms, interaction, damage, checkpoints, respawn and HUD come together in a playable first-person level.
Explore projectSkills grounded in the projects above.
Reusable Actors, input, interaction, objectives, timers and state management. Practised in Core Escape and First Person Gameplay.
Interfaces that communicate game state. Menus, health and objective HUDs, replay screens and saved audio settings.
Terrain sculpting, route layout, procedural rock and vegetation placement, and Blueprint-triggered Niagara effects.

I’m Lucas Hoelzle, a self-taught junior Unreal Engine developer based in Portugal. I learn through hands-on projects: starting with a single mechanic, understanding the Blueprint logic, testing it, and connecting it to a bigger experience.
My focus is gameplay programming and systems integration. I’m looking for a remote junior opportunity where I can contribute, learn from experienced developers and keep improving with a team.