An Unreal Engine 5 EEG exploration project

Explore brain activity as an interactive experience.

UnrealEEG turns recorded brain signals into a synchronized, replayable experience that can be explored in detail. Live headset support would allow headset owners and developers to experiment with EEG as part of interactive experiences.

Annotated UnrealEEG interface showing raw waveforms, rolling frequency-band power, spatial sensor activity, and synchronized experimental state

How the project began

Recorded data helped us imagine a personal, replayable experience.

Our background is in games rather than neuroscience. OpenMIIR—a public dataset recorded while participants listened to and imagined short pieces of music—gave us a practical place to learn what EEG contains and how it needs to be handled.

Playing the matching music alongside the signal was a relatable moment: the recorded visualization no longer felt detached from the activity that produced it. Music is only one example. It suggested that observing EEG alongside meditation, focused work, movement, or another everyday activity could itself be an interesting application.

Just as importantly, recording and revisiting a session is a legitimate use for casual headset owners—not only for scientists. People could return to activities, markers, or changes that caught their attention without needing the experience to make medical claims.

MusicMeditationFocused workMovementVirtual objects

Current state and direction

Demo today

Recorded EEG processed inside Unreal, with synchronized replay, spatial visualization, and detailed sensor inspection

Proposed next

Supported live acquisition and local recording through the same processing, visualization, and replay path

Intended outcome

Unreal foundation for EEG research and development, demonstrated through a free application

Inside UnrealEEG

Processing, visualization, and interaction in one real-time application.

The current demo brings local signal processing, synchronized visualization, interaction, and replay together inside Unreal Engine. The values driving its displays can also become inputs to materials, lighting, sound, animation, UI, gameplay, or events. UnrealEEG does not claim to invent EEG-to-Unreal; its value is making more of the complete path coherent and approachable.

Demo today

Signal processing

Local runtime analysis

  • Recorded raw EEG processed locally
  • Native C++ windowed DSP
  • Time-domain statistics
  • Five frequency bands

Visualization

Signals made spatial

  • Live-updating waveform graphs
  • Rolling band-power histories
  • Positioned sensor activity
  • Optional brain-surface view

Interaction and replay

Explore, inspect, revisit

  • Selectable sensors and detail panels
  • Free-fly, orbit, and fixed cameras
  • Synchronized cues and events
  • Packaged Windows demo
Visual opportunityShow overview becoming detailed inspectionView capture prompt

Capture a 6–8 second loop: hover over a sensor, select it, assign it to a side panel, and let its waveform and band histories update. Crop tightly enough for phone viewing.

Proposed development

Bring the existing foundation to supported live devices.

The proposed live system extends the beginning of the path. It does not replace the runtime processing, replay, features, and visuals already working in the demo. Connect supported devices, process incoming signals, record locally, and replay sessions through the same visual path.

How the path grows

Proposed next
EEG headsetContinuous raw signal
Acquire + normalizeChannels, units, timing
Record locally (optional)Keep sessions available for replay
Existing foundation Process, derive, visualize, and replay The working UnrealEEG core continues from here.

Live acquisition a new input source for the working system.

Supporting more than one headset is an important part of UnrealEEG’s direction. Within the available budget, we plan to build that support progressively, beginning with devices that help establish a reliable common input while testing meaningfully different capabilities and access models. Because devices vary in how they expose live raw data and in the software required to use it, each integration may take a different route before reaching the shared UnrealEEG foundation.

OpenBCI and Muse are examples of complementary hardware targets we would like to explore. OpenBCI’s open approach, range of devices, flexible sensor configurations, and active community make it valuable for testing UnrealEEG across different setups. Muse represents a different kind of target: an approachable consumer headset with a small sensor set and a history of research use. It could provide a practical baseline for understanding what the application can offer with minimal hardware before moving toward richer configurations.

Visual opportunityAnimate this live path progressivelyView capture prompt

Reveal the proposed acquisition and live-session path first, then show it joining the summarized existing foundation. Preserve cyan for existing and magenta for proposed.

One foundation, two communities

Bringing researchers into Unreal, and Unreal developers into BCI.

Intended outcome

For researchers

Build experiments in Unreal without starting from scratch.

UnrealEEG gives researchers a practical starting point for creating EEG experiments and interactive research tools in Unreal, so they can focus on the question, experience, and feedback rather than assembling the complete technical pipeline first.

For Unreal developers

Work with EEG without first becoming a signal-processing specialist.

UnrealEEG makes processed EEG available as a source of input that developers can understand, inspect, and connect to the Unreal systems they already work with, opening a more approachable route into BCI experimentation.

The people behind UnrealEEG

Analogica is a UK-based two-person studio.

Bob and Nikolaos met at Sony London Studio while exploring how prospective PlayStation hardware and input features might support new forms of gameplay. UnrealEEG continues that shared interest in unfamiliar input technology.

Project direction and technical perspective

Bob Dowland

Bob Dowland is the founder of Analogica and a specialist in real-time animation, physics, and simulation. His career spans VR, robotics, human factors, and game technology, including senior roles at NaturalMotion and Sony. At NaturalMotion, he helped develop and integrate Euphoria and Morpheme technology for AAA studios. He brings project direction and a long-standing interest in turning experimental ideas into usable interactive systems.

Implementation and technical development

Nikolaos Asfis

Nikolaos Asfis is a gameplay programmer with experience at Roll7 and Sony London Studio, where his work included OlliOlli, OlliOlli2, PlayStation VR Worlds, and Blood & Truth. He later co-founded Pixel Magnet and developed Masternoid, a self-published VR arcade game. On UnrealEEG, he leads implementation across Unreal C++, Blueprint, signal processing, visualization, UI, and packaged application development.

Explore UnrealEEG

The demo is working. The larger idea is still worth exploring.

UnrealEEG is self-directed R&D developed by Analogica. The next milestone is to add supported live acquisition and develop the existing foundation into a free application and reusable Unreal project.

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