top of page

Game Engine & dedicated Game Editor

Placeholder
A multi-platform Game Engine & its Editor

TEAM SIZE

DURATION

PLATFORM

TECHNOLOGIES

18 DEVELOPERS

8 WEEKS

WINDOWS, LINUX

C++, OPENGL 4.4, Qt, Boost, Multithreading, C#, Mono, PhysX

WHAT WAS THE POINT ?

By the end of our 2nd year at ISART Digital, we get to this project called the "PFA" which are initials for "Projet de Fin d'Année", which translates to "End of the Year Project". This is the big one, where we have a bit more time than usual and a bigger team size. We had to chose between 3 different team sizes, and we ended up on the entire class as a single group. The idea was to push some aspects of the engine as far as possible while still working on what needed to be done. We started off at 20 and 2 people left the cursus in the mean time. This project was a conclusion of all the mini engines we had done so far and was supposed to capitalize on our experience in Unity during the first semester of the same year. We took inspirations from both Unity and Godot for this. As you can imagine, being a team of 18 also implies management and leading. We worked using an agile method with designated leaders for the whole project as well as the different modules present in the project (Engine, Editor, Renderer).

WHAT I ENDED UP DOING...

There was lots of things to do. We started with nothing but the SDL. We both worked on the engine, all the necessary parts of it ranging from rendering, inputs, collisions to serialization and particles, we had our hands full. I worked mostly on the rendering and game object system, as well as the serialization. After that, I worked on the gameplay (gates, lasers...). I ended up doing a variety of things in a short amount of time !

WHAT I LEARNED FROM IT !

I gained a better understanding of how a game engine works. A few aspects of gameplay in video games. This was also the first project that was not solo, so teamwork and management started to matter at this point. We had to manage the time because the delays were pretty short and we had to deliver. The hardest part was trying to create gameplay from an extremely basic C game engine that we had done the week before. We learned to be agile and fix bugs on the fly to fit our needs.

bottom of page