
In Eggscapism you play as a researcher calling for help after a creature has escaped from its containment.
This Project serves as a small Tech-Demo instead of being an actual Game, and was focused around building a Game Engine.

A Project which should not have Existed
This Project was something truly bizarre, we had 4 Weeks to not only produce our own Engine but also a small Game inside it. This was all while having to learn Unreal Engine for the Level File Export/Import, which we had no prior experience with.
This put unbearable pressure on every Programmer to suddenly blitz through their work, but that very pressure turned our group from Coal to Diamond. Forged through this environment came a Group who had an utmost focus on caring for each others well being and mental health.
While the Engine itself was scrapped, we took our scars and learnt from them, determined to never repeat the chaotic process that those 4 Weeks contained.
As it was a new group and we were put under pressure, certain rifts were created between people. Luckily some key members (myself included) took to act and bring us all together in unity. This was done by bettering our ways of communication and actually getting to know each other more. I was credited to have fixed our problems among the engineers, something that was a gruelling task but I'm happy that we succeeded. If it was not for this quick acting on mine and some others parts I am confident that this group would have failed, but we turned out as a really great group once the storm had settled.
Pipeline
During the project I was in charge of the level exportation from Unreal Engine to our Custom Engine. This included:
- Objects & Textures
- Colliders & Triggers
- Lighting
We were handed an exporter which we then modified to better fit our needs, and I created a matching Importer inside of our Engine which reconstructed the scenes and added Gameplay functionality.
(Click to Enhance)
Time, or the lack Thereof
During the Project I was mainly only responsible for the level Export/Import, while handling bugs and issues and helping out other Programmers here and there.
Here are some of the lesser things that I also handled:
Programmers
Ethan Uong
Level Designers
Jakob Pihl
Urban Gustavsson
Animators
Siri Forssell
Hedvig Kronnäs
Viktor Pennonen
Graphical Artists
Linnéa Sjöstrand
Technical Artists
Vincen Nguyen
David Lindberg
Ameer Khalid