
ANTHROCRATOS
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Languages used: Unreal Engine Blueprints.
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Role: Implemented game's core rule set(buildings and how they affect the game state) and map generation.
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Project Accolades: Winner of the YOUROPE audience award for Games For Change in 2016
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This was my first major project working in Unreal Engine 4. Prior to this I had only made use of the engine during global game jam 2016 so it was a great learning experience getting used to the engines tools and visual scripting language. Because of the short amount of time we had on the project, I spent most of my time working with blueprints and I had a blast. The game was made with 8 other GCU students for IP3 (Integrated Project 3, an important group project module in the course) and our goal was to make a game that would promote a positive image of how humans will live in the world in the future.
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It’s a civ-like 4x game where 2 players must generate the most amount of happiness in the cities population, this includes producing buildings to provide resources such as energy or food. Certain buildings produce more happiness than others. I have never worked on a strategy game like this before so I got to implement a lot of systems that allowed me to exit my comfort zone as a gameplay programmer like procedurally generating the hexagon grid used as a play area while managing other systems that facilitate play such as tracking the individual stats of buildings that affect the game state. I was really pleased with the way the game turned out and I grew to love working in the engine.
We entered our game into the Yourope challenge, a competition that was a collaboration between the European Youth Event (EYE 16), Games for Change Europe and the European Parliament. We got in as one of the 5 finalists and eventually even won the audience choice award. I am proud of my team and look forward to working with some of them in the future.