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.