EchoFlux
A group project created by 4 individuals that were matched at random during the Springboard program 2024.

My contribution in the project was as a producer and only programmer. The entire logic was programmed in C++ with minimal usage of blueprints visual coding.
Entry created for the Springboard program 2024!
Used Jira and Miro to manage the project
My info
Project Info
tools/engines:
  • unreal engine 5.4.4
Created for:
  • Springboard program 2024
Time frames:
  • 2024
  • 2 months
Team size:
  • 4 people
level of education:
  • studying master degree
my role:
  • Game programmer
  • Producer
Years of experience:
  • 3 years with unreal Engine
  • 3 Years of professional experience as software engine
Links to project pages
Repositories might be set to private, contact me to gain access
Original concept
The project began as an educational exercise focused on understanding how the gaming industry approaches the pitching and development of new projects. Guided by a mentor actively working in the gaming field, our program required us to simulate a real-world game development workflow.
We started by crafting a one-pager to pitch the initial concept concisely, capturing the essence of our game idea. This was followed by developing a comprehensive Game Design Document (GDD) that outlined gameplay mechanics, narrative elements, and technical specifications. Next, we translated our design goals into actionable tasks using Jira, organizing our workflow and establishing priorities.
Finally, we presented a vertical slice, a playable sample of the game—demonstrating the core gameplay and design elements to a panel of mentors currently working in the gaming industry.
Devlog
Project Scope:
Key Learnings:
  • First Person Shooter mechanics
  • Managing projects using Miro and Jira
  • Unreal AI and ragdoll
We wanted to highlight the duality of the player’s experience by following two distinct droid personalities merged into a single body, each with its own gameplay style and world perspective. One droid, portrayed as stubborn and emotionless through the game’s narrative, offers a gameplay experience focused on exploration and story progression. In contrast, the other droid—described as humorous and impatient—brings a faster-paced gameplay style, where players take incremental damage over time and engage in hacking electrical panels to progress. This duality creates a dynamic shift in pacing and strategy, allowing players to experience both sides of the droid’s complex identity.


Team work
Since our team consisted of just one programmer, two designers, and one narrative designer, it was crucial to organize regular meetings and divide tasks to play to each member's strengths.

Credits
  • Team Roles:
  • Lead Programmer + VFX Artist + Producer: Marco Minganna
  • Lead Game Designer + Lead Artist: Alex Boucher
  • Lead Narrative + Designer + 2D Artist: FB
  • Lead Level Designer: Suzy Su

  • Programme Credits:
  • Programme Lead: Tanya Kapur
  • Team Mentor: Luke Hale

  • External Credits
  • Audio:
  • Music composed by Jolene Khor