../b4c

Client : WTVR games

B4C : Schrödinger Warfare

TL; DR

B4C : Schrödinger Warfare was my first UE game, made with only 1 3D artist associate, and second game overall. It’s the game that I taught myself UE development on, as well as game design principles and trained my game designer instincts.

It’s been on hiatus for years due to needing to earn actual money, but would need to be entirely re-made if resumed, since our experience and skill have greatly improved since, and the level of quality does not satisfy us anymore 10 years later.

About the game

B4C : Schrödinger Warfare (Working Title) is a party game featuring simple mechanics and quantum kitties, and was the primary project behind the creation of WTVR games. It was the first game I developped in Unreal Engine 5 (UE4 at the time, really) and, even if it had great success among players during conventions where we playtested the game several times, we ran out of free time to make it and had to resort to stop development in favor of more… lucrative activities 😉. Maybe it will be back on track, someday!

The gameplay video below, shot during a convention, illustrates the idea behind the game:

My work on the project

I made the entire game, technically speaking : the different GameModes, the menus, etc.

I also made part of the music 🎵 (some of the music was Creative Commons tracks we used, until we could replace them with original tunes.). The track on the trailer at the top of this page is an original creation of both me and my associate 🧑‍🎤!

It was made mainly in C++ with level-specific logic in Blueprint , so that merging in git remained manageable and the code stayed clean.

This is also my first real shot at Game Design ; we started with simple ideas that we quickly playtested with friends and 2nd-degree acquaintances to validate or invalidate our ideas, then proceeded in a cycle : improve on the base ideas, playtest, then rinse and repeat. The main goal was to create something enjoyable from a base idea, and proceed iteratively, no matter how much time would be required, which was the exact opposite of the process we had been exposed to as employees in our previous company, which did not prioritize gameplay over other game studio considerations.

We ended up quite far from the original idea, but given the reactions of the players, we succeeded in making a convincing and fun party game.

Maybe it will see the light of day, someday, but given the experience gained since and the evolution of our tools, we would need to re-build it from the ground up!

No matter the outcome, this was a great opportunity to learn. ☝️😌

If you want to see more, you can head to the dedicated website (🇫🇷)