Simulacrum Remake

This is a project I started in Summer 2025. The goal for this project is to design as many systems as possible from Warframe, a game released in 2013 by Digital Extremes. I also want to learn more about UE5 throughout the process of working on this. So far, I’ve recreated many systems such as player and enemy health + damage, enemy spawning, projectile functionality, pickups, ability templates, and more. I want to continue working on this long term to further my knowledge of UE5 and functional AAA system design.

This project began as a way for me to test my basic UE5 blueprint skills, but quickly evolved into a massive project. Each system was built with the intention to be future-proof, with additional functionality and dependencies in the future. Multiple systems had to go through many iterations to reach their current state. For example, my original projectile system involved spawning objects as needed, which worked but was limited to ~50 projectiles at a time. I did some research on object pooling and updated the whole projectile system to use it which got me to ~250 projectiles at a time. Moving all the logic out of the projectiles and into a manager got me to ~500 projectiles. The final redesign was moving to completely data driven projectiles stored in structs, with no objects involved. The system is now able to handle ~2000 projectiles before encountering performance drops.

This project is being worked on by myself alone. The character model and textures only (not skinned, rigged, or animated) were sourced from Warframe.com. Everything else is made from scratch by me with no assets, plugins, or code from anyone but myself.