I make things with Unreal Engine

Some games, some experiments, some tools, some pointless.


WWII Trench recreation in Unreal Engine 5. Created as a VR experience.

Created in Unreal Engine 5, updated to 5.1 for lumen-based lighting.

Office interior arch-viz created for GameDrafters.

Created in Unreal Engine 5, running in realtime, with dynamic lighting (lumen).

A found-footage style horror short, created for the Creep It Real contest.

All rendered directly from Unreal Engine 5 with no post-editing (as per contest rules).

A procedural walk system created for Unreal Engine 4. Zero animations/keyframes were used in the video - everything is generated dynamically at runtime.

This is a work in progress project with the goal of creating a complete movement animation system for characters. Whether as a prototyping tool, placeholder, or final release solution.

I also modelled the player character and weapon for this video.

An alien style environment, inspired by Xen levels from Black Mesa Source, using a variety of organic environment techniques. Primarily utilizing Quixel meshes and materials, and Niagara GPU particle systems.

The video features an overview of the workflow and techniques used to the environment. The scene is game-ready, running at a constant 144fps+ on moderate hardware.

INSIGHT was my first (solo) game development project, an arena FPS with a unique gameplay mechanic.

Whilst it was initially well received, due to miscalculations and mistimings, the Kickstarter campaign was unsuccessful. I later found outside funding to continue the project beyond the initial prototype from a game development studio, but the funding was stopped during the development when the company shut down. I still retain the full rights and source of the project but I am now integrating some of the concepts of this project as part of a new FPS I'm developing.

A experiment with creating procedurally walking ants as a Niagara particle system, using vertex animation in a material.

This does not use any baked vertex animation; instead, a primitive procedural walk was made within the material editor, using the particle (ant) velocity to offset the legs to the correct distance during the walk cycle.

FREEZE IT was a game created in 7 days for the Unreal Spring Game Jam 2020

The concept was based around slowing time down, whilst shooting robots. Nothing more, nothing less.

Created for the 2022 Epic Mega Jam, theme: "As above, so below"

Synchronous turn-based (enemy turns execute at the same time as your own), strategy game. Create plans for your units from above; execute the plan; repeat. Gameplay inspired by Frozen Synapse. Mouse control only (can use Spacebar to execute turns or click the button).

T.E.N.S.E was created for the 2021 Epic MegaJam, for the theme "Running out of space".

Collect the access cards in each area, stay in the shadows to avoid being spotted by the guards. Move quickly before running out of space to hide as the lights return.

Content created before the jam (by me):

- Base mesh of player models, which were retextured/modified to make them low poly for the gamejam- Bullet particle effects

Content/assets acquired:

- Various sounds from Gamemaster Adui Pro Sound Collection

- Fonts: TinDogHouse & Resolve

All other content was created during the gamejam time frame: Voicelines (using text-to-speech & a custom effect chain), AI system, procedural weapon + player animations, game logic, levels, all level meshes & assets, post-process effects, menus, trailer music.

Something For Everyone is a short film created for the Unreal Film Jam.

The theme was "Oh, the places you'll go". It features a robot finding something fun to do, to get out of the monotony of daily life.

Everything was created and animated in Blender, with the composition and rendering within Unreal Engine using Sequencer.

Iter8 is a game I created for the "Make it count" Game Jam.

The concept revolves around creating a short flight path, which will loop infinitely. You have to adjust the flight path to collect gems on each iteration of the path.

It has a low-poly art style, with all models created in Blender. Sounds & music were created with Ableton Live.

Transmosis was created for the Spring 2018 Game Jam.

A relaxing, ambient game where you float around absorbing cells to become the biggest. 3D adaptation inspired by the 2D game "osmos", with some unique twists.





I can be contacted in a variety of ways, but you'll always catch me by emailing: lincoln.margison[~at~]gmail.com

If you have any questions/comments or are looking for game development advice, or are interested in hiring me for work,
send me an email first and then we can talk via Discord/Skype/etc.