As part of the Co-Creative Game Development course, I worked on a PC game in Unreal Engine, collaborating with all 15 other students in the class.The biggest challenge was coordinating information and tasks within such a large team.
Gameplay Trailer den ich für den Student Showcase gemacht hatte.
As one of the programmers, my main task was to make the core mechanics scalable using data-driven programming. I took rune templates created by a fellow student and linked them to variables, which were then connected to magical effects.
This system allowed us to tie runes to spells and link them to target objects that could be customized via databases. This made it possible to assign specific magic to the right locations to create puzzle elements, with minimal coding required – only variable adjustments were needed. This approach enabled exponential growth during the prototyping phase, allowing the team to expand the game efficiently while keeping the system flexible and scalable.
Later, my focus shifted to bug fixing, adding smaller functions, testing builds, and integrating assets created by other students. I also worked on optimizing performance and customizing the project to give it a personal touch beyond Unreal’s base templates.
Additionally, I started cutting small footage pieces that were later used to create video clips for the university’s vernissage and to produce the gameplay trailer for the Unreal Student Showcase.