Producer
Project Planning & Documentation
Ongoing Project Management
Progress Presentations & Check Ins
Systems Developer
Networking & Replication
Multiplayer Session Hosting & Joining
UI & Menu systems
Gameplay Developer
Weapon and Damage Mechanics
Movement
Objective Tracking & Implementation
Ensuring Gameplay Systems Networked Correctly
Soft skill Development
Project Management Skills
Self-Guided Development Ability
Unreal Engine 5
Blueprints
Networking
Replication
FPS Gameplay Mechanics
Multiplayer Session Systems
While analysing the contents of my portfolio for IGB400, I determined that in order to gain employment in a position I'd be interested in within the AAA industry, namely as a developer working on Valorant or Counter Strike, it would be essential that I had something to demonstrate experience in both Unreal Engine and, more importantly, with networking systems. While the initial design for this project fleshed out a lot more of the complete experience, including a striking visual style, randomly generated house layouts, multiple weapons, and more, the core focus was that I learn how to use unreal engine, and have the basic skeleton of a multiplayer FPS playable and enjoyable.
In this context, Clean House is a great success, as I learnt an immense amount about Unreal Engine, the tools it provides for developers, and how to create multiplayer games, networked systems, and information replication. While the game in it's current state isn't completed according to the original design spec, it has a functional multiplayer gameplay loop of clearing the killhouses together within a set time limit.
As a completely solo project with a hard, but somewhat long term deadline, Clean House is a fairly unique project among those I've made. Especially considering the complexity of attempting to learn how to network a game while using a game engine I was almost entirely unfamiliar with, having clear tasks with explicit expectations for when to complete them was essential. However, as I was also the only person working on the game, I had a complete understanding of the design and development intentions, and so strict planning documents and task outlines ended up taking more time than I believed they would be worth for their use.
Thus, I utilised a simple and flexibile task backlog, with fairly general task names/descriptions, and a somewhat open deadline on each of them, simply specifying the week/s in which they should be worked on and/or completed. This allowed me flexibility to pivot and reprioritise when something wasn't working or major issues were encountered during development, while also ensuring that I kept track of and completed the tasks I was less motivated to work on, such as UI.
While this style of management wouldn't be as useful with a bigger team or on a considerably more advanced project, given the context around this game and it's development, this methodology proved incredibly effective and allowed me to achieve the main goals of the project, creating an enjoyable game and improving my abilities as a developer significantly.