GAMES & SIMULATION IN UNREAL ENGINE / 01

LARGERTHAN LIFE

Games Simulation Unreal Engine / Blueprints / C++ Multiplayer Servers Mobile

EXPLORE
OUR WORK
01WHAT WE DO

WE BUILD GAMES ANDSIMULATIONS THAT FEELREAL IN UNREAL ENGINE.

LARGERTHANLIFE is a game development studio operating where Unreal Engine engineering, simulation-grade realism and live multiplayer infrastructure meet.

Unreal Engine / Blueprints / C++ / Simulation / Multiplayer Server Deployment / Mobile Games / Physics & Combat Systems / Character Art / Level Design

02SERVICES / CAPABILITIES

CAPABILITIES

From first prototype to shipped build, we design games, simulations and the technical systems behind them as one pipeline.

01

Unreal Engine Development

Full production pipelines built on Unreal Engine — Blueprints, C++ systems, custom tooling and performance-tuned rendering.

UE5 / BLUEPRINTS / C++
02

Game & Simulation Design

Level design, pacing and interactive systems for narrative games and simulation-grade builds — from atmospheric horror to realistic training environments.

DESIGN / SIMULATION / SYSTEMS
03

Multiplayer & Server Deployment

Dedicated server architecture, netcode, session management and live infrastructure engineered for stable multiplayer horror.

NETCODE / DEDICATED SERVERS
04

Physics & Combat Systems

Reactive ragdoll physics, melee and combat frameworks, hit feedback and interaction systems built in Blueprints and C++.

CHAOS PHYSICS / COMBAT
05

Mobile Game Development

Performance-optimized builds for Android and iOS — from endless runners to atmospheric horror, shipped and store-ready.

ANDROID / IOS / OPTIMIZATION
06

Character & Environment Art

In-house designers and artists crafting characters, creatures, props and haunted environments built to hold up in real-time.

3D ART / ENVIRONMENT / CHARACTER
03SELECTED WORK / CASE STUDIES

BUILT TO
BE PLAYED.

Our own builds, gameplay and devlog demos straight from our YouTube channel, plus shipped mobile work — in Unreal Engine, from prototype to store.

Horror / Unreal Engine

Secrets of the Mansion — Chapter 1

Our flagship horror title. Official teaser trailer for a story-driven mansion mystery built in Unreal Engine — atmospheric lighting, spatial audio and slow-burn dread.

2026
Horror / Unreal Engine

Complete Gameplay Walkthrough

A full playthrough demo covering exploration, puzzle-driven progression and encounter pacing inside the Secrets of the Mansion build.

2026
Systems / Unreal Engine

Physics & Combat Systems

Ragdoll-driven melee combat, reactive physics and hit-feedback tooling built in Blueprints and C++ for responsive, punishing encounters.

2026
Devlog / Unreal Engine C++

TimeLoop — Part I

The first build in our TimeLoop prototype series — core time-loop mechanics and gameplay systems built from scratch in C++ and Unreal Engine 5.

2025
Devlog / Unreal Engine C++

TimeLoop — Part II (Multiplayer Networking)

Extending the TimeLoop prototype with multiplayer networking — replication, client-server sync and networked gameplay logic in Unreal Engine 5.

2025
Devlog / Unreal Engine C++

TimeLoop — Part III

The TimeLoop prototype series continues — refining mechanics and systems as the C++ Unreal Engine 5 build matures.

2025
Mobile / Live on Google Play

Dodo Run — 3D Endless Runner

A 3D endless runner shipped to Google Play — evolution mechanics, obstacle dodging and prehistoric survival tuned for mobile performance.

2025
04TECHNOLOGY

TOOLS ARE NOT THE STORY.
WHAT THEY ENABLE IS.

UNREAL ENGINEC++BLUEPRINTSMULTIPLAYERDEDICATED SERVERSCHAOS PHYSICSNETCODEANDROIDIOSAI BEHAVIOR TREESLEVEL DESIGNSTEAM / ITCH.IOUNREAL ENGINEC++BLUEPRINTSMULTIPLAYERDEDICATED SERVERSCHAOS PHYSICSNETCODEANDROIDIOSAI BEHAVIOR TREESLEVEL DESIGNSTEAM / ITCH.IO
05THE TEAM

WE DON'T JUST CODE GAMES.
WE BUILD WORLDS THAT HAUNT PLAYERS.

LARGERTHANLIFE brings designers, artists and engineers into the same room. We build the levels, characters, combat systems and server infrastructure that let a horror idea survive contact with a real player.

Our practice combines Unreal Engine development, Blueprints and C++, atmospheric game and level design, character and environment art, multiplayer netcode and dedicated server deployment into one production pipeline.

01GAME DESIGNERS / SYSTEMS / NARRATIVE / PACING
023D ARTISTS / ENVIRONMENT / CHARACTER / VFX
03ENGINEERS / BLUEPRINTS / C++ / NETCODE
04SERVER & OPS / DEPLOYMENT / INFRA / LIVE-OPS
06WHERE WE SHIP

BUILT TO DEPLOY
ACROSS EVERY STORE.

From mobile storefronts to PC and standalone VR, our builds and multiplayer servers ship wherever players are.

GOOGLE PLAYAPP STORESTEAMITCH.IOMETA QUESTEPIC GAMES STORE
07GENRE SPOTLIGHT

UNDERRATED HORROR
GAMES WE RATE.

Not built by us — a few mobile horror titles from other small studios that deserve more downloads than they get.

08PROCESS

IDEA TO
LIVE SERVER.

01

Concept

Define the fear, the world, the player fantasy and the technical shape the build needs to take.

02

Prototype

Block out mechanics, pacing and combat feel fast, in-engine, before committing to production art.

03

Build

Production art, level design, Blueprints and C++ systems developed in Unreal Engine as one pipeline.

04

Playtest

Fear, difficulty and multiplayer stability tuned against real players, not assumptions.

05

Ship

Server deployment, store submission and live-ops support across mobile, PC and multiplayer platforms.

START A CONVERSATION / 09

LET'S BUILD
SOMETHING
UNREAL.