Lenda do Carcará
Unreal Engine 5 action prototype inspired by Northeastern Brazilian culture, developed as a university project to explore combat, atmosphere, and regional identity.
An action prototype where combat mechanics are presented inside an experience inspired by Northeastern Brazil.
Project overview
Lenda do Carcará is an action prototype developed in Unreal Engine 5 as a university project for the Serious Games and Simulations course at Instituto Metrópole Digital - UFRN.
The project explores combat and atmosphere through a setting inspired by Northeastern Brazilian culture, with references to the caatinga biome, regional identity, and local imagery.
Rather than presenting educational content through direct exposition, the prototype was designed as a serious game experience where cultural themes are expressed through environment, tone, context, and gameplay direction.
My role
I developed the prototype solo, working on game design, gameplay programming, level design, Unreal Engine systems integration, and publishing.
My responsibilities included:
- defining the action prototype concept;
- implementing movement and combat behavior;
- studying and applying Gameplay Ability System concepts;
- organizing the gameplay loop;
- creating the level structure;
- integrating assets and placeholder visuals;
- preparing the project for course evaluation;
- publishing the build on Itch.io.
Prototype goals
The goal of Lenda do Carcará was to build a playable action prototype that could connect combat mechanics with a regional cultural identity.
The project was influenced by action games such as God of War in terms of combat structure and presentation, while keeping a much smaller academic scope. The focus was to create a functional prototype that demonstrated movement, combat, and atmosphere rather than a full game.
What I learned
This project helped me understand how cultural themes can be integrated into a game beyond text or direct explanation.
It also changed the way I think about serious games. Before developing this prototype, I associated serious games mostly with educational or instructional formats. This project helped me see how serious games can also use tone, setting, mechanics, and audiovisual direction to communicate ideas in a more engaging way.
On the technical side, the project gave me practical experience applying Gameplay Ability System concepts in a personal prototype and adapting course knowledge into a playable deliverable.
Result
The final result is a short action prototype published on Itch.io as a PC build.
The project was useful as both a technical study and a design exercise, especially in combat implementation, scope control, and connecting gameplay with a cultural theme.
Future possibilities
In the future, the prototype could be expanded with new areas, enemies inspired by Brazilian folklore, creatures based on the caatinga biome, additional combat abilities, and a more refined visual direction.
For now, the project remains a compact university prototype and an important step in my exploration of action games with Brazilian cultural references.
Play or explore this project
Open the published build when available, browse other projects, or follow the technical articles related to my process.