This game was developed during a course at DAE called "Game Project," which took place between September 2024 and December 2024. For this project, we collaborated with a client, Fluvia, who wanted to create a game to raise awareness about fire prevention at home. The goal was to teach players how to install smoke detectors, how to safely evacuate the house, which emergency number to call in Belgium, and other important safety measures.
Our team consisted of five members: two programmers and three artists. Together, we designed and built the game in Unity. We worked at school four days a week, from Monday to Thursday, from 8:30 AM to 5:00 PM. My main responsibilities were implementing the fire mechanics, player movement, and some of the game’s interactions.
The biggest challenge was working with a client and meeting their expectations. Some of our ideas were not well received, and even near the end of production, we had to make last-minute changes based on client feedback. It was also challenging to work on a project of this scale; sometimes, a small change in the code could unexpectedly affect other parts of the game.
The first game I made was during a Game Jam. I participated in the Unwrap Jam 2024, organized by Howest. Our team consisted of eight developers, and we created the game in just three days. We used Unreal Engine 5 Blueprints for development.
I was responsible for team management, organizing how everyone would work together on the project. Additionally, I handled the NPC system and the behavior of props within the map.
The biggest challenge was that this was my first time working on a game with multiple people. On top of that, no one on the team had experience with version control. Fortunately, I had previously learned how to use Git during an internship, so I took the lead in setting up the project and teaching everyone how to use Git for collaboration.
This was the first game I developed as part of a group, involving both a prototype and a full production phase. I was one of the game developers and was responsible for the character movement, enemy AI, and most of the minigames. The game was built using Unreal Engine 5 in C++.
One of the main challenges was learning to use Unreal Engine’s features, especially transitioning from Blueprints to C++. This required me to adapt to new workflows and understand how to best leverage both systems for different aspects of the game. I also learned how to manage the project using HacknPlan, a tool designed specifically for game development project management, and we used Perforce for source control.
The biggest challenge was working with a team over an extended period for the first time. Making decisions about the game’s design and moving together from concept to final product was often difficult. Balancing this large project alongside other coursework was also demanding, but it taught me valuable lessons in teamwork, project management, and technical development.
This was the third game I developed independently during a course called Game Mechanics at Digital Arts and Entertainment. The project lasted one and a half months and was based on the two themes: “Reload” and “Shareholders.” I created the game using Unreal Engine 5 Blueprints, which allowed me to explore both basic and advanced features of the engine.
Through this project, I learned how to leverage Unreal Engine’s visual scripting system to build gameplay elements and mechanics efficiently. The main challenge was designing an infiltration game, a genre I wasn’t very familiar with. I had to draw inspiration from games I hadn’t played before, which required a lot of research and creativity. Developing the AI system was also a significant challenge, as their behavior needed to be more complex than in my previous projects.
Overall, this experience helped me deepen my understanding of Unreal Engine 5 Blueprints and taught me how to approach unfamiliar game genres and implement more advanced AI behaviors.
The second game I've made all by myself during a course called Game Mechanics in Digital Arts and Entertainment. This game was made in 1 month and a half with the two following word as a theme: "Craft" and "Storage". This project was made by using Unity. With this project, I learned how to use correctly Unity and his basic features to create a game.
Game made during the course Programming 4 in Digital arts and Entertainment. It's a reproduction of the game Digger that came out in 1984 and it was made using C++ and SDL. With this project, I've learned how to use famous game programming pattern like a controller pattern, observer pattern, service locator, spatial partitioning, ...
The biggest challenge was to create the engine and make it work well. Make the distinction between what is a feature of the game and what is a feature from the engine. The collision was the most difficult one because there is a lot of object in the main scene and they all need to check every tick if there is a collision happening with another object of the scene.
Game made during the course Programming 2 in Digital arts and Entertainment. It's a reproduction of the first level of Castlavania 4 that came out in 1991 and it was made using C++ and SDL. With this project, I've learned how to create a small game with a simple 2D engine. I learned how to use fondamentals principals in C++ and apply those in a game project.
It's the first game I've ever made using Unreal Engine blueprint system. It was made during the course Game Design in Digital Arts and Entertainment. During this course, we had to create and design a game with determined constraint and theme. I've got the constraint that the game only has 2 buttons and the theme was "Offbeat". I decided to get the idea that could be offbeat is that the character has power which is suprising in the real world.
School project made for the course Environment 1 in Digital Arts and Entertainment. The purpose of this project was to create a room and a corridor based on a theme. My theme was Sci-Fi and I wanted to recreate a room based on Star Wars because I really love the license and I wanted to have a lot of fun making that.