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At the end of 2024, two of my classmates and I launched a project on Unreal Engine focusing on the 3Cs: character, camera and controls. We decided to work on a casual multiplayer game called FlipIt! The aim of this exercise was not to finish the game, but to create a sandbox that is explicit enough to serve as a prototype.

Multiplayer
Casual

Unreal Engine

PC



Trailer

Context and Gameplay



First contact with Unreal Engine
This game was my first on Unreal Engine. It was therefore an opportunity to discover this game engine and take advantage of its specific features, which set it apart from Unity.



Multiplayer versus
To try something new, we decided to go for a multiplayer game. Although a little ambitious given our amateurism with Unreal Engine, its easy handling curve enabled us to set up our main systems relatively quickly.



Speed and Dynamism



The game focuses on speed and interaction between players. Various powers and game bricks are also at their disposal to help them break their opponents.
Pinball Aesthetics and Hamster
The game's atmosphere reflects that of a pinball machine from the 70s and 80s, with a disco-like effect. It also introduces Hamster as players with the particular inertia of their ball illustrating the specificity of our game's controls.

Screenshots





My contribution



Initial Design and Main Focus
Defining the type of project we wanted took some time at first. Our initial intention was to focus on the camera, but we soon came up against a number of difficulties which prompted us to opt for a multiplayer versus game with a pinball theme. I pushed the multiplayer approach as I was particularly interested in the idea of programming this and thought it would allow us to stand out from the others projects.



Global programming
I was in charge of all the programming for the project creating the various game mechanics, multiplayer system and controls. I also worked in tandem with one of my colleagues to create the camera, in order to have a vision close to the aesthetic initially desired, and to emphasize a certain dynamism while ensuring concrete legibility.



Continuous Lead
As I took care of the whole programming, I also acted as a link between the various sections of the game. This resulted in my continuous follow-up of the various integrations and development throughout the project.

Learnings



Unreal Engine
This project gave me the opportunity to familiarize myself with the different Unreal Engine systems. First and foremost with the blueprint system, but also with the available plug-ins and the operation of certain special features such as the function library or the use of datasheets.



The sandbox principle
Making a game prototype is not the same experience as designing a complete game. Right from the start of development, we had to take into account the objective of this exercise, and showcase the various systems in prototype form. This change of approach was very enriching, and enabled us to better understand the expectations of this type of production.



Sound Design and Graphics works understanding
As I was in charge of all the game's programming, I was also able to take charge of integrating the different parts of the project. This enabled me to better understand the interactions between the different parts of the game's development, and to adapt my way of working to the work of others. In short, I better understood how to facilitate the work of the sound designer and work with FMOD, what recommendations to give to the artists to facilitate subsequent work, and how to properly communicate UI/UX requirements.