School Project - A game in Unity
Introduction
From 2018 to 2019 I attended a course in school where a group of seven people were tasked with the creation of a game.
The group was split into three programmers, three artists, and one composer.
We decided on a low poly, open world, medieval-themed RPG, combining stylized visuals with role-playing mechanics.
What We Built
The final project lacked a complete narrative but included a surprising number of fully functional systems:
- A real-time combat system
- A working inventory and equipment system
- An open world environment designed to be explorable
- Dynamic environmental music that responded to player location
Despite being a school project, the team successfully delivered a playable prototype that demonstrated our creativity and technical abilities.
My Contributions
I incorporated several systems into the game, including:
- Inventory and Equipment Management – allowed players to collect, equip, and use items.
- Environmental Music System – adaptive audio that set the mood depending on the location or situation.
- Animation Graph – blending and managing character animations for smooth transitions.
- Combat System – implemented core mechanics for melee fighting.
- Level Design – contributed to creating and shaping the explorable world.
This gave me the opportunity to work hands-on with Unity’s animation system, C# scripting, and level design tools.
Key Takeaways
This project was my first large-scale collaborative effort in game development, and it taught me several valuable lessons:
- Collaboration & Teamwork – working alongside artists, composers, and other programmers showed me how different disciplines come together in a single project.
- Project Management – we had to split tasks, align on a shared vision, and overcome the challenges of coordinating a diverse team.
- Technical Growth – I gained practical experience in Unity, especially with animation, game mechanics, and data structures for inventory management.
- Creativity & Problem Solving – finding ways to balance scope with feasibility in a limited timeframe was a key challenge that pushed me to think critically.
While the game wasn’t feature-complete, it was a milestone in my journey as a developer. It strengthened my passion for game development and gave me a foundation to build more complex projects later on.