For this project, we had to create a racing game from scratch in Unreal Engine 5.4.
The final result is an arcade game where you control a toy car in a kid's room, trying to escape a vacuum cleaner. While driving, you will have to dodge the various toys that the kid set in your path ; you can dash to get through the bubbles, and honk to push the figurines away.
The game is a few minutes long.
Escape from Roomba was our very first videogame project. We were 3 Game Design students and 6 3D students working together for a month. The goal was to deliver a working Unreal Engine build at the end of the month.
The tasks were split between the 3 of us : I was the Producer, and responsible for the Level Design. In addition to these roles, we all kept Game Design responsibilities and tasks throughout the production.
There were a lot of first times in this project: it was my first time working on an actual prototype, after several exercises through the year and two previous workshops on concepts and board games; it was also our first time working with the 3D students; and it was my first time being a producer and having to manage communication and organisation between two teams.
At first, we wanted to make a puzzle-based racing game, in which the player had to solve small puzzles while driving in order to unlock the way further down the road. After some time, we realized this idea wouldn't work, so we started back again and found something simpler and easier to design.
Producing is hard. As my very first producing experience, this was a very stressful experience, but it also taught me lots on producing, managing a team, communicating with my colleagues and overall being the most efficient while also keeping good relationships with everyone.Â
Sometimes it's alright not to reinvent videogames as a whole. Our first concept was very ambitious, and that's exactly what was wrong about it. We wanted to do the best thing we could, while having very few clues about how to actually make it happen. This helped me realize that I can't always create something revolutionary, especially when I was still learning !
It's not about you. It was hard throwing everything we had done to the bin and restart from scratch on week 2: we didn't know if we could still make it in time, the 3D team were anxious from the uncertainty of the whole concept, and most of all, this idea was our baby. But seeing how it went after we took this difficult decision showed me how important it is to let go: an idea, in the end, is just an idea, and sometimes it's better to leave a dubious concept aside to start fresh while it's not too late.
Unreal Engine, to create the blocking and place the assets in the level
Miro, to brainstorm and write ideas down quickly in the preproduction phase
Discord and Teams, to keep in touch with all the members of the team and check in on everyone