Throughout my degree, I’ve had the opportunity to work on a variety of projects with different levels of complexity. I’ve developed mobile games, VR experiences, web-based games, and desktop applications, all within the Unity game engine. While this has given me a solid foundation, I recognize that broadening my experience with other game engines would significantly enhance my value as a candidate for future roles.
As a programmer, I’m comfortable working with multiple languages, but I’ve identified a notable gap in my expertise: C++. Given that C++ is frequently listed as a key requirement in many job postings, especially in the development of larger-scale games, this is an area I’m keen to improve upon.
Given these gaps, I’ve decided to develop a game using Unreal Engine to build my C++ expertise and demonstrate my adaptability in working with different engines. This project will also serve as a showcase for my ability to design and implement complex gameplay systems, including questing, inventory management, and resource collection. By tackling these elements, I aim to highlight my skills in creating engaging, system-driven experiences that are critical to large-scale game development.
The game development industry is highly competitive, especially in sectors focused on large-scale RPGs and open-world experiences. Studios developing these types of games, including those like Bethesda and other major industry players, frequently require expertise in Unreal Engine and C++. While Unity is widely used, especially in mobile and indie development, the larger studios are currently trending towards Unreal Engine with nearly 50% of next-generation console titles using unreal engine. (Strickland, 2022)
The ability to work proficiently in Unreal Engine and C++ is a critical skill that directly aligns with industry needs for developers focusing on complex systems, such as AI behaviour, intricate quest structures, and resource management. By undertaking a project that pushes these skills, I am addressing a key gap in my portfolio. This experience will demonstrate my readiness to step into roles requiring these competencies, making me a more competitive candidate for studios operating at this scale.
Moreover, the demand for developers who can adapt to different engines and tools is increasing. The ability to showcase versatility—whether it’s transitioning from Unity to Unreal or from one programming language to another—reflects a developer’s capacity to contribute to a diverse range of projects. This project not only fills that need but also highlights my commitment to continuous growth and adaptability, qualities that are essential in an industry that’s always evolving.
In summary, this project directly aligns with industry expectations for roles focused on open-world RPG and survival games, offering clear evidence of my readiness to contribute to high-level development teams.
The game I’m developing, Beneath the Surface, is designed as an immersive, story-driven experience that combines RPG mechanics with survival elements. Set in a mysterious underground environment, the player is tasked with navigating a series of interconnected caves and tunnels, gathering resources, completing quests, and uncovering hidden narratives. The game focuses heavily on exploration and decision-making, where every choice affects the player’s survival and progression.
Beneath the Surface aims to showcase my ability to design and implement complex gameplay systems, including:
Questing System: A dynamic questing system that adapts based on the player’s choices, encouraging replayability and allowing for multiple narrative outcomes.
Inventory System: A comprehensive inventory management system that handles item categorization, crafting, and resource management, integral to survival-focused gameplay.
Resource Collection and Crafting: Systems that allow the player to gather resources, craft tools, and build structures to enhance their chances of survival.
The project is built using Unreal Engine, offering me the chance to gain hands-on experience with C++ while pushing the boundaries of what I’ve previously done in Unity. By working on this game, I’m not only improving my technical skills but also expanding the scope of my portfolio to demonstrate versatility and adaptability in engine use and game design.
What sets Beneath the Surface apart from my previous projects is its scale and the emphasis on systemic design. The game’s systems are interdependent, creating a cohesive and reactive world where player decisions impact both the narrative and gameplay experience. This approach mirrors the design philosophies used in many large-scale RPGs and open-world games—precisely the kind of projects I aim to work on in my future career.
Ultimately, Beneath the Surface is a strategic addition to my portfolio. It allows me to both address gaps in my skill set and align with industry expectations, positioning me more competitively for roles in game studios focused on expansive, player-driven experiences.
Given the ambitious nature of Beneath the Surface, careful planning and scope management are essential. While the long-term vision for the project includes a fully developed world with interconnected systems, multiple quest lines, and diverse environments, the immediate focus for the IGB400 unit will be a more contained experience.
For this unit, I will be developing an introductory section that serves as both a tutorial and a foundation for the broader game. The focus will be on delivering a polished, self-contained experience that introduces the core mechanics, such as resource gathering, inventory management, and quest progression. This section will guide the player through a single quest designed to highlight these mechanics, allowing them to become familiar with the gameplay systems while progressing toward the goal of escaping the starting cave.
To ensure the project remains manageable within the time frame of this unit, I’ve scoped down the content to a specific area of the game world. The introductory section will be a closed environment that naturally restricts exploration, allowing me to focus on refining the gameplay experience without becoming overwhelmed by the scale of the broader project. Despite this limited scope, the tutorial area will still reflect the depth and design complexity that defines the larger vision for Beneath the Surface.
After completing the IGB400 unit, I plan to continue expanding on this foundation, developing additional systems, quests, and environments that will make up the full game. By approaching the project in phases, I can ensure each stage is well-polished and provides a meaningful experience, while also laying the groundwork for the more expansive features I plan to add later.
This phased approach allows me to produce a strong, standalone portfolio piece within the timeframe of this unit, while keeping the door open for future development and iteration beyond the course.
Beneath the Surface is a strategic project designed to bridge the gaps in my current skill set and expand my portfolio with a polished, complex gameplay experience. By developing this game in Unreal Engine with a focus on C++ and intricate systems design, I’m positioning myself to meet the expectations of studios focused on large-scale RPGs and survival games. The scoped approach for the IGB400 unit allows me to deliver a refined and meaningful experience within a manageable timeframe while laying the groundwork for future expansion. Ultimately, this project reflects both my passion for immersive, story-driven games and my commitment to growing as a developer capable of adapting to new challenges.
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