WORLD & GAMEFEATURES

Unreal Engine 5

RedCell isn't one map with modes bolted on — it's a collection of self-contained worlds, each shipped as a GameFeature plugin and wired up at runtime by an Experience definition. The core game stays lean; every world brings its own content, systems, and rules with it.

Worlds as Plugins

Each world — the Military Camp, Mira HQ, and the Apartment home base — is a GameFeature plugin carrying its own maps, assets, gameplay tags, and feature actions. Worlds activate and deactivate as units, which keeps content isolated, keeps the base game's footprint small, and makes adding a new world an additive operation rather than a refactor.

GameFeature plugin structure

Experience-Driven Runtime

The Experience definition is the contract for what a world runs: it adds the GameState components — enemy spawn manager, music manager — declares the pawn data, and applies action sets that grant abilities and register input mapping contexts. Nothing is hard-wired into the game framework; a map declares its Experience, and the runtime assembles itself.

That assembly is what makes the rest of the project composable — and the Apartment home base is the proof: it's where the player regroups between missions, so its Experience declares a lighter component loadout with no weapon abilities. Same framework, different world rules — expressed entirely as data, not branches in game code.

Seamless Travel Between Worlds

Players move between worlds through in-game travel actors and seamless travel, so the session never drops. State that should persist — most visibly the player's inventory — is captured before the world tears down and restored after possession in the new one, while everything world-specific shuts down cleanly behind it.

Modular Level Building

Levels are assembled from modular kits: rooms and corridors are authored as small module maps, baked into PackedLevelActors for cheap instancing, and composed into worlds through collector maps and Level Instances. Iterating on a module updates every placement of it across the world.

Gameplay layers on top without touching the baked geometry — traversal markup (vault, mantle, hurdle volumes) lives in lightweight overlay actors one layer above the packed content, so art and gameplay iterate independently.

In Development

Mira HQ world — modular sci-fi interior in production

Wave-based encounter Experiences