

Project Type
Solo Project
Duration
2 Weeks
Team Size
Solo
Engine
Unreal Engine 5
Genre
Action-Strategy
Project Focus
Game Design • Gameplay Programming
Overview
Underlings from Outer Space is a small gameplay prototype inspired by the minion-commanding mechanics of Overlord 2 (2009). Players take control of an alien commander who can summon, command, and control a group of alien minions to explore and interact with a spooky farm environment.
Created over two weeks as a school assignment at Futuregames, the project focused on breaking down existing gameplay mechanics, planning their implementation, and recreating them in Unreal Engine 5. The prototype was further developed with custom 3D assets, environment art, and additional game feel elements to bring the experience to life.
Underlings from Outer Space is a small gameplay prototype inspired by the minion-commanding mechanics of Overlord 2 (2009). Players take control of an alien commander who can summon, command, and control a group of alien minions to explore and interact with a spooky farm environment.
Created over two weeks as a school assignment at Futuregames, the project focused on breaking down existing gameplay mechanics, planning their implementation, and recreating them in Unreal Engine 5. The prototype was further developed with custom 3D assets, environment art, and additional game feel elements to bring the experience to life.
Gameplay Showcase


Core Gameplay Mechanics
The prototype focuses on three core mechanics inspired by Overlord, allowing the player to summon, command, and directly control a group of alien minions.
Summoning
The player can summon minions from a stationary UFO, Once summoned, they automatically follow the player in formation.
Command
The player can command their minions to attack selected targets, allowing them to interact with and destroy objects in the environment.
Sweep
By holding Shift and using WASD, the player can directly control the movement of their minions as a group while the commander remains stationary. This allows for more precise positioning and interaction with the environment.
The prototype focuses on three core mechanics inspired by Overlord, allowing the player to summon, command, and directly control a group of alien minions.
Summoning
The player can summon minions from a stationary UFO, Once summoned, they automatically follow the player in formation.
Command
The player can command their minions to attack selected targets, allowing them to interact with and destroy objects in the environment.
Sweep
By holding Shift and using WASD, the player can directly control the movement of their minions as a group while the commander remains stationary. This allows for more precise positioning and interaction with the environment.
Technical Design & Implementation
The summoning system allows the player to spawn alien minions from a UFO and add them to their group. Each summoned minion is registered with the Minion Manager, which keeps track of active minions and assigns their positions within a formation.
Once summoned, the minions automatically follow the commander, adjusting their positions as the player moves.
The summoning system allows the player to spawn alien minions from a UFO and add them to their group. Each summoned minion is registered with the Minion Manager, which keeps track of active minions and assigns their positions within a formation.
Once summoned, the minions automatically follow the commander, adjusting their positions as the player moves.

The two main gameplay systems were broken down into flowcharts to illustrate their logic, key variables, and expected behaviour before implementation in Unreal Engine 5.
The command and behaviour system uses state-based logic to handle targeting, attacking, and Sweep movement. Each minion evaluates its target and attack range, while the Sweep function calculates individual formation positions around a shared location.
The two main gameplay systems were broken down into flowcharts to illustrate their logic, key variables, and expected behaviour before implementation in Unreal Engine 5.
The command and behaviour system uses state-based logic to handle targeting, attacking, and Sweep movement. Each minion evaluates its target and attack range, while the Sweep function calculates individual formation positions around a shared location.


Game Feel & Polish
Once the core gameplay mechanics were working, I spent time adding details to make the prototype feel more responsive and alive.
I implemented animations, sound effects, and voice lines for the alien minions, giving them more personality as they follow, attack, and respond to the player's commands. I also added randomized audio variations, visual feedback, and destructible pumpkins to make interactions feel more satisfying.
While the animations and audio assets were sourced externally, I handled their implementation and integration into the gameplay.
Once the core gameplay mechanics were working, I spent time adding details to make the prototype feel more responsive and alive.
I implemented animations, sound effects, and voice lines for the alien minions, giving them more personality as they follow, attack, and respond to the player's commands. I also added randomized audio variations, visual feedback, and destructible pumpkins to make interactions feel more satisfying.
While the animations and audio assets were sourced externally, I handled their implementation and integration into the gameplay.
To make combat more satisfying, I added visual feedback to the destructible pumpkins. They flash when taking damage, explode when destroyed, and the remaining pieces gradually shrink until they disappear.
To make combat more satisfying, I added visual feedback to the destructible pumpkins. They flash when taking damage, explode when destroyed, and the remaining pieces gradually shrink until they disappear.
3D Art & Environment
Alongside developing the gameplay mechanics, I created custom 3D assets and built a spooky farm environment inspired by classic 1950s alien and sci-fi movies.
The environment features cornfields, pumpkins, and a barn, with dark lighting and green tones to create a slightly eerie but playful atmosphere. The goal was to give the prototype its own visual identity while keeping the environment simple enough to support the gameplay.
Alongside developing the gameplay mechanics, I created custom 3D assets and built a spooky farm environment inspired by classic 1950s alien and sci-fi movies.
The environment features cornfields, pumpkins, and a barn, with dark lighting and green tones to create a slightly eerie but playful atmosphere. The goal was to give the prototype its own visual identity while keeping the environment simple enough to support the gameplay.








Reflection
Underlings from Outer Space was a fun opportunity to explore how different gameplay systems work together. Recreating the minion mechanics from Overlord 2 gave me a better understanding of AI behaviour, state-based systems, and managing multiple characters at once.
One of the biggest challenges was getting the minions to behave as a group while still responding individually to player commands. Working through these challenges taught me a lot about structuring gameplay logic in Unreal Engine 5 and making different systems work together.
I'm happy with how much I managed to accomplish in just two weeks, especially being able to take the prototype beyond its core mechanics and give it its own visual style and personality.
Underlings from Outer Space was a fun opportunity to explore how different gameplay systems work together. Recreating the minion mechanics from Overlord 2 gave me a better understanding of AI behaviour, state-based systems, and managing multiple characters at once.
One of the biggest challenges was getting the minions to behave as a group while still responding individually to player commands. Working through these challenges taught me a lot about structuring gameplay logic in Unreal Engine 5 and making different systems work together.
I'm happy with how much I managed to accomplish in just two weeks, especially being able to take the prototype beyond its core mechanics and give it its own visual style and personality.