The world of

Miravale

Where imagination becomes playable worlds.

Follow Elliscia’s real journey from her first Unreal Engine project to the worlds still waiting to be created.

An AI portrait representing Elliscia creating a game at her computer Currently creating in Unreal Engine 5.6

Meet the creator

Hi, I’m Elliscia.

A young game developer learning how ideas become characters, mechanics and playable worlds.

Online, I create as Cipher_E, my screen name for the games, ideas and worlds I build through Miravale Studios.

I am currently working through the Software Academy Level 1 3D Game Design course, using Unreal Engine 5.6. I have completed two of the three Level 1 projects and I am building my skills one project at a time.

Miravale Studios is where I document the real journey, including what I learn, what I create and every milestone I reach along the way.

Current achievements

Built on real progress.

These cards show where I am now. They will grow as I learn new skills and complete more projects.

5.6

Unreal Engine

Current development version

Level 1

Software Academy

3D Game Design course

2 of 3

Projects Complete

One Level 1 project remains

Founded

Miravale Studios

A home for every world I build

Current learning journey

Level 1, 3D Game Design

A practical three project course studied through Software Academy, using NCFE developed learning content and Unreal Engine.

In progress

2 of 3 projects completed

U
Software Academy

Level 1, 3D Game Design

Current software, Unreal Engine 5.6

75%
Project 1

Miravale: Neon Rift

Released

Project 2

Miravale: Out of Bounds

Released

03
Project 3

Third Person Shooter Game

Not started yet

An honest record of progressI have completed two of the three Level 1 projects. My course is now 75% complete, with the final Level 1 project still to complete.

Project archive

Worlds in development.

Every project begins as a lesson, then becomes something I can build, explore, test and improve.

Miravale Neon Rift gameplay cover, a game by Elliscia
Now released
Level 1, Project 01

Miravale: Neon Rift

For my first project, I created a first person shooter game in Unreal Engine 5.6. I built a futuristic training arena with enemies, collectable coins, player health, fire, lasers and dangerous obstacles. This project introduced me to the foundations of 3D game design and taught me how different gameplay systems work together.

Enemy encountersPlayer healthPickups and coinsHazardsGame testingLevel building
EngineUnreal Engine 5.6
StatusReleased
CompletedAugust 2026
PlatformWindows PC
Download and play

Software Academy feedbackSoftware Academy confirmed that Elliscia successfully completed her first 3D Games Design project, with her tutor commenting that she had done a great job.

Game controls

How to play Neon Rift

WASDMove
MouseLook around
Left clickFire
SpaceJump
Alt+F4Exit gameplay
Windows installation

How to start the game

  1. Download the ZIP file and select Extract All.
  2. Open the extracted folder and keep all included files together.
  3. Open the game application inside the folder to begin playing.
  4. This game is currently available for Windows computers.

Windows may display a Microsoft Defender SmartScreen message because this is a newly published independent game. Select More info, check that the application name matches the downloaded game, then select Run anyway.

Once you are in gameplay, press Alt + F4 to exit the game.

View development processProject 1 case study

Inside the project

How I built Neon Rift.

This case study shows the game from two sides, what the player sees and the Unreal Engine systems working behind it. These are real screenshots from my completed Project 1 in Unreal Engine 5.6.

Gameplay gallery

What the player experiences

I designed the level as a series of connected challenges using combat, collectables, moving platforms, fire and laser hazards.

My development process

Building the playable world

I worked on the level layout, gameplay systems, hazards, enemies, scoring, player health and the interface that shows information during the game.

01
Level layout

I arranged the arena and challenge areas to create a route through the game.

02
Player challenges

I added enemies, coins, platforms, fire, lasers and teleport areas.

03
Game systems

I connected Blueprints controlling points, damage, movement and the end of the level.

04
Testing

I played the game, checked each mechanic and changed systems that did not behave as intended.

Blueprint evidence

Visual scripting behind the game

Each example shows a real Blueprint from Neon Rift and explains the gameplay feature it controls.

Interface and completion

Information, goals and the finished state

I created a HUD for health and points, then connected the final point to the win screen so the player can complete or restart the game.

Problem solving

Problems I tested and corrected

Finding and fixing unexpected behaviour was part of completing the game.

01
Fire hazard damage
The problem
Touching the fire did not cause instant death as intended.
What I changed
I adjusted the fire Blueprint so an overlap with the player applies 100 damage.
The result
The fire became an instant death hazard when the player touched it.
What I learned
The damage value must match the behaviour I want, and I need to test it in the game.
02
Coin counter
The problem
The coin counter was not increasing correctly when a coin was collected.
What I changed
I corrected the point value from zero to one and tested the collection Blueprint again.
The result
Each collected coin added one point to the counter as intended.
What I learned
A small value can change whether a whole mechanic works, so checking values matters.
Testing and iteration

I did not stop at the first build

I tested the mechanics while playing, found things that needed changing and tested them again after each adjustment.

01Build
02Play
03Test
04Find a problem
05Make a change
06Test again
07Complete
Skills demonstrated

Evidence connected to each skill

These skills are supported by the project screenshots and working game rather than being listed on their own.

Level building

The complete arena layout and connected challenge areas.

Blueprint systems

Working collection, enemy, damage, movement and teleport systems.

Gameplay mechanics

Health, points, enemies, coins, hazards, platforms and level completion.

Interface design

A HUD showing live health and points, plus a completed win screen.

Testing

Playing the level, checking mechanics and testing changes again.

Problem solving

Correcting the fire damage and coin counter so both worked as intended.

What this project taught me

This project showed me how Blueprints can connect player actions, scoring, health, hazards and level events. I also learned why I need to play, test and change a mechanic until it behaves the way I intended.

Play the finished project

Miravale: Neon Rift

The current build is available as a free download for Windows PC.

Download and play
Miravale Out of Bounds game cover, a game by Elliscia
Now released
Level 1, Project 02

Miravale: Out of Bounds

For my second project, I created a side scrolling platform game high above open sky. I built a complete route across floating platforms with moving hazards, enemies, checkpoints and custom character flips, then tested and refined each section.

Side scrollingLevel designBlueprint timelinesHazards and enemiesTestingProblem solving
EngineUnreal Engine 5.6
StatusReleased
CompletedSeptember 2026
PlatformWindows PC
Download and play

Completed Project 2This finished Windows game is supported by real gameplay screenshots, a complete level view, Blueprint graphs, timelines and documented problem solving.

Game controls

How to play Out of Bounds

ADMove left and right
←→Move left and right
SpaceJump
FFront flip
BBack flip
Alt+F4Exit gameplay
Windows installation

How to start the game

  1. Download the ZIP file and select Extract All.
  2. Open the extracted folder and keep all included files together.
  3. Open the game application inside the folder to begin playing.
  4. This game is currently available for Windows computers.

Windows may display a Microsoft Defender SmartScreen message because this is a newly published independent game. Select More info, check that the application name matches the downloaded game, then select Run anyway.

Once you are in gameplay, press Alt + F4 to exit the game.

View development processProject 2 case study

Inside the project

How I built Out of Bounds.

This case study shows the finished game and the Unreal Engine systems behind it. These are real screenshots from my completed Level 1, Project 2 in Unreal Engine 5.6.

Gameplay gallery

What the player experiences

I built a route through floating platforms, timed hazards, enemies and checkpoints, ending with a clear completion screen.

My development process

Building the playable world

I created the route and its gameplay systems in Unreal Engine 5.6, then tested and refined the finished level.

01
Level layout

The completed platform route and bird’s eye editor view.

02
Player challenges

Obstacles, enemies, falling blocks and checkpoints.

03
Game systems

Event graphs, timelines, flips and respawning systems.

04
Testing

Changes I made after playing and checking the level.

Blueprint evidence

Visual scripting behind the game

These real Event Graphs show how I controlled moving hazards, enemies, projectiles and platforms throughout the level.

Movement and level evidence

Custom flips and the complete route

I used separate timelines for the front flip and back flip. The bird’s eye view shows how the finished course rises through its connected challenges.

Problem solving

Ideas I tested, changed and improved

I used the course instructions as my starting point, then experimented with my own ideas and kept testing until the game behaved the way I wanted.

01
Making the falling block harder
The starting point
The course showed me how to make a falling block drop and then respawn after a few seconds.
What I changed
I decided to make the challenge quicker. I changed the fall delay to one second and the respawn delay to two seconds.
The result
The player has less time to react and must move quickly before the block falls.
What I learned
I can use the course system as a base, then change its timing to create the difficulty and player experience I want.
02
Creating front and back flips
What I wanted to create
I wanted the player to perform a front flip and a back flip, even though this was not part of the course instructions.
My trial and error
I used ChatGPT to research possible Blueprint changes, then tested them myself. At first the player flew upwards without stopping. Another version spun sideways, and another made the character’s head pass through the platform.
What I changed
I checked the nodes and tried different settings, directions and values, testing the movement after every change.
The result
I refined both flips until the player rotated correctly and landed as intended.
What I learned
Research can give me ideas, but I still need to understand, test and adjust them inside my own game until they work properly.
Creative decisions

Making the course project my own

I changed the usual colour choices so the game connects to my character and reflects my own style.

Blue danger blocks

Instead of using the traditional red for danger, I made the danger blocks blue to match the glowing beacon in the robot’s chest.

Pink checkpoints

Instead of using the traditional green for checkpoints, I made them pink because it is my favourite colour.

My own visual language

The colours still help different objects stand apart, but they now belong to the look of Out of Bounds rather than following the usual choices.

Testing and iteration

Build, play, test and improve

The falling block and flip movement both changed through repeated testing rather than working perfectly the first time.

01Build
02Play
03Spot the issue
04Change nodes or settings
05Test again
06Refine
07Working result
Skills demonstrated

Evidence connected to each skill

Each skill is supported by the finished game, screenshots, Event Graphs and timelines shown in this case study.

Level design

The editor overview and bird’s eye view show the complete route across floating platforms.

Blueprint systems

The Event Graphs and timelines control hazards, enemies, projectiles, platforms and flips.

Gameplay mechanics

The working game includes checkpoints, moving hazards, enemies and timed challenges.

Testing

I repeatedly played the level and adjusted timing, rotation and movement.

Problem solving

I corrected infinite upward movement, sideways spins and clipping through platforms.

Game design

I changed the difficulty, colours and movement to make the project my own.

What this project taught me

I learned that I can start with the course instructions and still make my own design choices. When a new idea does not work straight away, I can research it, test different settings and keep improving it until it works the way I imagined.

Play the finished project

Miravale: Out of Bounds

The completed build is available as a free download for Windows PC.

Download and play
03
Level 1 finale · Not started

Third Person Shooter Game

For my final Level 1 project, I will explore another game genre and create a third person shooter. I will use this project to practise, combine and improve the skills I developed throughout Level 1.

Skills in progress

Learning by building.

3D World Building

Creating environments, placing assets and shaping playable spaces.

Developing

Blueprint Systems

Using visual scripting to connect actions, events and gameplay.

Developing

Game Mechanics

Building health, pickups, hazards and player interactions.

Developing

Problem Solving

Testing what works, finding issues and making careful fixes.

Developing

Mission log

The latest from Miravale.

Latest milestone

Miravale: Out of Bounds released

I completed and released my second Unreal Engine project, a side scrolling platform game with floating platforms, hazards, enemies, checkpoints and custom front and back flips.

Design decision 01

Faster falling block

I reduced the fall delay to one second and the respawn delay to two seconds, making the platform challenge quicker and harder.

Problem solved 02

Front and back flips

After testing different nodes and settings, I corrected infinite upward movement, sideways spinning and platform clipping until both flips worked properly.

Research, testing and independenceI used ChatGPT to research possible ways to build the flips, then tested and adjusted the ideas inside Unreal Engine until they worked correctly in my own game.

Second project releasedNext, Project 3

Qualifications and achievements

The pathway ahead.

This section shows my current Software Academy pathway. I will only mark a qualification as achieved after I have completed every requirement for that level.

In progress · 75%Level 1

Level 1 Award in 3D Computer Games Design & Development

I have completed two of the three Level 1 projects required for this award.

UpcomingLevel 2

Level 2 Certificate in 3D Computer Games Design & Development

My planned next stage after successfully completing Level 1.

Future pathwayLevel 3

Level 3 Diploma in 3D Computer Games Design & Development

The planned final stage of my current Software Academy pathway.

Official documentation will be held privately and shared directly with education providers or employers when required.

Stay with the journey

Every great world begins with one idea.

Miravale Studios is only at the beginning. I will continue adding new skills, projects and playable worlds as I learn.

I’m Elliscia, and I create online as Cipher_E.

contact@miravalestudios.co.uk