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Malware Detected- Documentation

Malware Detected was created as an experimental project focused on building a complete game experience through systems rather than traditional gameplay spaces. From the start, the aim was to use this project as an opportunity to expand my knowledge of Unreal Engine Blueprints by experimenting with new systems and techniques, while creating a game that felt different from others in my portfolio. Development began with the Global Game Jam theme of Masks, which I explored by considering both literal and symbolic interpretations of the word.

One of my main priorities was to focus on mechanics rather than visuals, which led me to explore the idea of masking as an action rather than an object. This involved thinking about how systems could hide their true intent, or how something could present itself as one thing while behaving as another. After researching and experimenting with several concepts, this line of thinking developed into the idea of a game centered around a computer virus. This concept worked well with a systems-driven approach and allowed me to explore Widget Blueprints in greater depth.

The game was developed by breaking the overall idea down into smaller, manageable mechanics such as logging in, filling out forms, interacting with pop-up ads, and completing verification steps. Each section was designed to feel familiar and functional at first, before gradually becoming more unstable and frustrating as the virus progresses.

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System Design and Iteration- A large part of development involved testing how different systems could be affected by a single virus progression value. I created a central virus variable that increases over time and used it to influence multiple mechanics, including how often ads appear, how fast the virus bar fills, and how unreliable player input becomes. This approach made it easier to adjust difficulty and pacing during development, as changes to one value would affect several parts of the game at once. A lot of iteration was required to find a balance where the game felt challenging without becoming unfair.

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Blueprint Implementation- The game was built entirely using Unreal Engine Blueprints, with a focus on timers, branching logic, and event-based systems. Many mechanics rely on timers to create delays, random behaviour, and gradual escalation, such as input lag, cursor visibility changes, and text corruption. ForEach loops and conditional checks were used to handle character-by-character input manipulation and pop-up behaviour. Working in Blueprints allowed for rapid experimentation and made it easier to visually debug how different systems interacted with each other.

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Widget Blueprints and Input Handling- This project was also used as an opportunity to improve my skills with Widget Blueprints, particularly in handling player input and real-time updates. Much of the gameplay takes place within widgets, which required careful management of text input, button interactions, and dynamic UI updates based on the virus state. I focused on making sure that widget behaviour was driven by underlying systems rather than isolated logic, allowing the interface to react consistently as the game progresses. This helped reinforce the idea that the interface itself is part of the gameplay.

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Reflection on Development- Throughout development, the main challenge was maintaining clarity while intentionally disrupting player control. Many features had to be adjusted or simplified to ensure the game remained understandable even as the systems became more unstable. The project helped strengthen my confidence in designing interconnected systems using Blueprints and reinforced the importance of iteration when working with experimental mechanics. Overall, Malware Detected served as a valuable learning experience in systems-driven design and technical implementation.

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