As part of the Game Engines course, I developed a game for the Meta Quest under the guidance of Felix Groll and Patrick Schnorbus, in collaboration with Theo Golonka.
The biggest challenge was working with Unreal Engine for the first time and implementing VR mechanics effectively.
Our game puts players in the role of potion-makers working for a higher power. The goal is to craft and distribute magical potions to gain more followers.
However, vague instructions often lead to unpredictable effects. Players collect ingredients in fascinating locations and can process them at home, using interactions like cutting, frying, or mixing to create their potions.
Intro Sequence by Theo Golonka
My main task was to develop the game mechanics and integrate the assets created by Theo into the project. I placed special emphasis on a modular structure to make future expansions as easy as possible.
As part of this process, I explored the concept of data-driven programming and its applications within Unreal Engine. Building on this foundation, I developed a flexible item and NPC system that allows new content to be added without extensive code modifications.
Items can easily be linked to potion effects, enabling a scalable and expandable gameplay experience. Beyond spawning NPCs and items, the database also dynamically controls UI elements, such as our item pickup interface, which provides players with information about objects in the game world.