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Roguelite third-person platformer - University of Brighton, Year 2

Aperios Polemos was made as a large group project, a roguelite action game inspired by Souls-like combat and fast-paced movement systems. The project combined melee combat, telekinetic abilities, procedural-style progression ideas, and stylised visuals into a small playable prototype. As a team, we worked across programming, art, design, animation, and production planning while following an adapted Agile Kanban workflow throughout development.

I primarily worked on programming and technical implementation during the project. Initially, the game was developed in Unity, where systems such as movement, combat, enemy AI, and gameplay mechanics were being built collaboratively. However, later into development we began encountering increasing technical and implementation issues that were slowing progress considerably. After a lot of discussion and consideration, I suggested moving the project over to Unreal Engine despite the risks involved so late into production.

I then took it upon myself to recreate the entire game prototype in Unreal Engine using all of the team's existing assets and design work. The transition was completed in just two days. This included rebuilding gameplay systems, implementing improved accessibility options, recreating movement and combat mechanics, and integrating the team's art and animation assets into the new engine. Unreal's built-in systems helped solve several issues we had previously struggled with in Unity, particularly around movement behaviour, platform interactions, and input handling.

Although it was an intense challenge, the transition ended up significantly improving the final project and taught me a huge amount about rapid problem-solving, technical decision-making, and adapting under pressure. More than anything, it reinforced how important flexibility and confidence in your technical skills can be during collaborative game development.

Unreal Engine Demo