The Making of “Cure”, an Adventure-Based Story Game By Qi Feng
Abstract
This paper analyzes the steps taken to develop my game, Cure, which is made on Unreal Engine 5. “Cure” is a story-based game following the life of an adopted fox trying to save his master from an “incurable” disease. Unreal Engine is a game development and 3D animation software similar to Unity, but it uses blueprints instead of code morsels. The game will be made public in the near future, as it’s still in the developmental stage for now.
Introduction
This post-mortem analysis delves into the development process of Cure, a 3-dimensional adventure game, and explores the triumphs and setbacks faced during its creation.
Premise
The inception of "Cure" in the summer of 2023 marked the beginning of a creative voyage to bring a compelling narrative to the interactive world of gaming. The conceptual seed was planted by a short story that captivated my imagination—a tale of loyalty, mysticism, and the indomitable spirit of an animal companion. In designing the game's framework, I drew a wealth of inspiration from genre-defining titles such as "Breath of the Wild" and "Tears of the Kingdom." These games set a benchmark for open-world exploration, with their vast landscapes, intricate puzzles, and profound sense of adventure. "Cure" was envisioned to be a tapestry woven with similar threads, creating an experience that would immerse players in an adventure that was both familiar in its homage to its inspirations and unique in its own narrative and gameplay.
With Unreal Engine as the foundation, the development of "Cure" aimed to harness the engine's superior capabilities to craft an adventure-filled world—a place where every hill, valley, and ancient ruin held the promise of discovery. The protagonist of this world is Theo, an anthropomorphic fox with a heart as vast as the open world he traverses. Theo's journey is driven by a series of challenges, embodied by puzzles that require both wit and agility and cutscenes, or story panels, that enrich the storyline. Players guide Theo through diverse terrains (see Figure 1), each meticulously designed to provide not only visual splendor but also a playground for the mind's puzzle-solving faculties. The gameplay intertwines traditional control mechanisms with intuitive puzzle elements, ensuring that the act of guiding Theo is both engaging and rewarding.
At the heart of "Cure" is a narrative steeped in emotional depth. Theo's quest to collect magical rune stones is more than a mere collection endeavor; it is a race against time to save his ailing owner, instilling a sense of urgency and purpose in the gameplay. This narrative drive is complemented by the game's cutscenes, which are crafted to not only advance the story but also to provide windows into Theo's soul, his memories, and the bond he shares with his owner. The cutscenes are cinematic interludes that offer players respite from the gameplay while simultaneously deepening their connection to the world and its characters. The use of Unreal Engine facilitates a seamless blend of gameplay and storytelling, with each element enhancing the other to create a cohesive and compelling player experience.
The development is not just an endeavor to create another game; it is an aspiration to offer an odyssey that resonates with players on a personal level, inviting them to become a part of Theo's world and story. The game seeks to leave an indelible mark on the hearts of its players, much like the stories that inspired its creation.
Figure 1: Screenshot of one of Cure’s environments.
Unreal Engines vs Other Technical Tools
Why Unreal Engine?
The choice of a game engine is a pivotal decision in the development of a video game, which can have far-reaching implications on the game's design, functionality, and success. Among the myriad options available, Unreal Engine emerges as a leader for a host of reasons. In this comprehensive examination, we contrast Unreal Engine's features with those of other popular game development tools: Unity, and programming languages such as Java, Python, C++, and C#.
Unreal Engine and Traditional Programming Languages:
When comparing Unreal Engine to traditional programming languages like Java, Python, C++, and C#, it is important to note that Unreal Engine itself is built upon C++. This gives it the performance edge inherent to compiled languages, crucial for real-time applications like games. Java and Python, while powerful and versatile in their own right, are generally not as performant as C++ for game development due to their nature as interpreted languages. Java is often associated with cross-platform applications and server-side solutions, whereas Python excels in areas like artificial intelligence, data analysis, and scripting for small-to-medium-sized tools.
Unreal Engine vs. Unity–Graphics and Performance:
Unreal Engine is renowned for its advanced graphics and high performance, often seen as the standard for AAA titles that require cutting-edge visual fidelity. It uses physically-based rendering, dynamic lighting, and a powerful particle system that can produce cinematic-quality visuals right out of the box. Unity, while capable of beautiful visuals, often requires additional tools and assets to reach similar levels of graphical prowess. In terms of performance, Unreal Engine's native use of C++ allows developers to extract more from the hardware, optimizing for speed and efficiency, which is crucial for games with extensive graphical demands and complex simulations.
When comparing the system requirements for Unreal Engine and Unity, it is essential to recognize that these requirements can vary based on the complexity of the project you are developing. However, we can discuss the general requirements needed to run each engine effectively for most development tasks.
Unreal Engine System Requirements
Unreal Engine is known for its high-fidelity graphics and powerful rendering capabilities, which naturally demand more robust system specifications. The minimum requirements to run Unreal Engine typically include a 64-bit processor, a quad-core Intel or AMD processor, 8 GB of RAM, and a DirectX 11 or DirectX 12 compatible graphics card. However, these minimum requirements are often insufficient for practical development, especially when working on more graphically intense projects. Developers would benefit from a faster multi-core processor, 16 GB or more RAM, and a dedicated graphics card with significant VRAM (e.g., NVIDIA GTX 1060 or higher). For developers aiming to work with VR, higher-end graphics cards such as an NVIDIA RTX series are recommended (“Unreal Hardware and Software Specifications”).
Storage is another consideration; an SSD is highly recommended for faster load times and overall performance improvement when working with Unreal Engine. Furthermore, depending on the project's size, developers may require a significant amount of storage space, often starting at 256 GB and increasing (“Unreal Hardware and Software Specifications”).
Unity System Requirements
Unity is designed to be more accessible, with system requirements that are generally lower than those of Unreal Engine. The minimum requirements for running Unity include a 64-bit processor, a dual-core CPU, 4 GB of RAM, and a graphics card with DX10 (shader model 4.0) capabilities. These specs can handle small to medium-sized projects comfortably. However, for more demanding projects, particularly those that utilize Unity's High Definition Render Pipeline (HDRP) for better visuals, the requirements increase. A developer would be better equipped with a multi-core processor, 8 GB or more of RAM, and a graphics card with DX11 or DX12 support and ample VRAM (“System requirements for Unity”).
Like Unreal Engine, using an SSD over a traditional hard drive can significantly impact Unity's performance, making it a recommended choice. The amount of storage needed can vary, but developers should have at least 30 GB of free space available, with more required for larger projects (“System requirements for Unity”).
Both Unreal Engine and Unity have scalable system requirements, but Unreal Engine typically requires a higher-end setup to utilize its full capabilities, especially for rendering complex scenes and leveraging its advanced features. Unity can run on less powerful hardware, but for larger projects or those requiring high-end graphics, the requirements become similar to Unreal Engine.
The choice between Unreal Engine and Unity might also be influenced by the target platform for the game being developed. If the end product is intended for platforms with lower specifications, Unity might provide a smoother development experience. Conversely, for high-end PC games or console games that push the limits of current hardware, Unreal Engine could be the more suitable choice.
Developers must balance the system requirements with their project needs, budget, and hardware availability. Both engines offer free versions that developers can download and test on their systems to gauge performance before committing to a project. This hands-on experience is often the best way to determine whether the system requirements will suffice for the intended development work.
Development Workflow:
In terms of development workflow, Unreal Engine offers the Blueprint visual scripting system, a feature that allows developers to create game logic without writing traditional code (See Figure 2), which can significantly speed up development and lower the barrier to entry for non-programmers. Unity, while it has introduced its own visual scripting tools, historically relies more on traditional coding in C#, which can be more accessible for developers with a background in object-oriented programming. Unity's environment is generally considered more user-friendly, and its asset store provides a wealth of resources that can further accelerate development, which can be particularly appealing for smaller studios or independent developers.
Figure 2: Screenshot of Unreal’s Blueprints. Taken from “Blueprints Visual Scripting”.
Community and Ecosystem:
Both Unreal Engine and Unity boast strong communities and ecosystems. Unreal Engine's community is especially active in professional and high-end game development circles, with extensive documentation and a marketplace filled with high-quality assets. Unity's community is broader, encompassing a wide range of developers from hobbyists to professionals, and benefits from a large asset store and a vast array of tutorials and forums. Unity's long-standing presence in the industry has cultivated a rich ecosystem of third-party tools and extensions that can enhance the engine's capabilities.
Unreal Engine vs. Java–Performance and Use Cases:
Java is a versatile language with a strong presence in enterprise applications, web services, and mobile development, but it is less prevalent in high-end game development. The primary reason is performance; Java is an interpreted language running on a virtual machine, which adds overhead that can be prohibitive for the computational demands of modern games. In contrast, Unreal Engine's foundation in C++ allows for direct hardware interaction, providing the necessary performance for real-time rendering and complex physics calculations that Java typically cannot match.
Cross-platform Development:
Java's write-once-run-anywhere philosophy has made it a favorite for cross-platform application development. However, this advantage is less significant in game development, as both Unreal Engine and Unity offer robust cross-platform support. Unreal Engine, with its advanced rendering capabilities, can deploy to multiple platforms without sacrificing high-quality visuals, whereas Java-based games might struggle to maintain consistent performance across different devices.
Development Environment:
Java offers a mature development environment with tools like Eclipse and IntelliJ IDEA, which have extensive features for code analysis, refactoring, and testing. Despite these strengths, Java lacks the specialized tools for game development that Unreal Engine provides. Unreal Engine comes with a full-fledged editor designed specifically for building games, including level design, animation, lighting, and material editors, all integrated into one environment, making it a more suitable choice for game developers.
Unreal Engine vs. Python–Ease of Use vs. Performance:
Python is celebrated for its simplicity and readability, making it an excellent choice for beginners and for rapid application development. It is widely used in scripting, data analysis, machine learning, and web development. However, Python's ease of use comes at the cost of performance, as it is an interpreted language with significant overhead compared to compiled languages. Unreal Engine's use of C++ ensures that games run with maximum efficiency, which is essential for the resource-intensive nature of modern gaming.
Tooling and Libraries:
While Python has a vast array of libraries for various applications, it lacks the specialized game development tools that come with Unreal Engine. Unreal provides a complete suite of tools tailored for game development, including a powerful editor, advanced animation systems, and a physics engine, which are not naturally part of Python's ecosystem. Python can be used in game development as a scripting language within engines or for creating simple games with libraries like Pygame, but it doesn't offer the same level of control and optimization for serious game development.
Integration with Other Technologies:
Python's interoperability with other technologies is one of its strong suits, often serving as a glue language that integrates different systems and workflows. However, in the context of game development, Unreal Engine's integration capabilities are more relevant. Unreal Engine can seamlessly integrate with industry-standard software like Maya or Photoshop, and it also allows for the incorporation of C++ libraries directly into the game project, which can be critical for performance and functionality in games.
Unreal Engine vs. C++ and C#--Language Foundations:
Unreal Engine is built on C++, giving it access to low-level system resources and high performance, which is essential for developing complex games with extensive graphical and computational requirements. C++ provides the control needed to optimize every aspect of a game, from memory management to multi-threading. While C# is used in Unity and is easier to learn and use, it does not offer the same level of performance and control as C++, primarily due to its garbage collection and higher abstraction level (“Best Unreal Engine 5 Language”).
Development Speed and Productivity:
C# offers rapid development and a gentler learning curve, which can lead to quicker prototyping and productivity, especially for smaller projects or those with less stringent performance requirements. However, Unreal Engine's Blueprint system (“Blueprints Visual Scripting”) can bridge this gap, allowing developers to create prototypes and gameplay elements without deep knowledge of C++ syntax. This makes Unreal Engine competitive in terms of development speed while retaining the performance advantages of C++.
Ecosystem and Support:
Both C++ and C# have extensive ecosystems and support communities. C++ has been a staple in software development for decades, offering a wealth of libraries, compilers, and tools. C#, primarily through Unity's ecosystem, has a vast array of assets, plugins, and a supportive community that can be invaluable for game development. Unreal Engine benefits from the robustness of the C++ ecosystem while also providing a comprehensive platform with a strong community, extensive documentation, and a marketplace, making it a comprehensive choice for game development.
The decision to use Unreal Engine over Unity, Java, Python, C++, or C# hinges on several factors: the need for cutting-edge graphics, robust physics simulations, and a comprehensive suite of development tools. While each of the other options has its strengths and ideal use cases, Unreal Engine offers a combination of power, flexibility, and industry-standard capabilities that make it an unparalleled choice for game development projects aiming for the highest quality and performance.
Game–What Went Well:
Cure seamlessly blends cutscenes, exploration, tutorials, and minigames, offering players a holistic gaming experience. We use standard keyboard-based motion controls (mouse for camera, WASD to move). Movement, guided by W, A, S, and D keys, propels players through a world of intricate puzzles. An ingenious addition to the game is the “scent trail,” a transparent guide leading players to pivotal story points. The game's modern setting ensures a relatable experience, even as players traverse different countries, with meticulous attention to details such as music, speech, and everyday objects.
There are a number of resources and design decisions that contribute to the successful parts of the project. Utilizing Unreal Engine and Blender, while initially daunting, has opened avenues for creativity. YouTube tutorials provide a foundational understanding, fostering independence in game development. The diverse demographic appeal of Cure, suitable for all maturity levels, coupled with straightforward controls, enhances its accessibility and broadens its potential audience.
There are some tips and tricks used to solve/bypass problems. First of all, debugging is an essential must-know. Using Unreal’s On-screen print statements to see which parts are running correctly is an incredibly effective way of quickly pinpointing errors. Furthermore, using reference documentation to make sure the correct blueprints are used is essential to differentiate commands with duplicate names.
On-screen Print Statements in Unreal Engine
A critical aspect of game development in Unreal Engine is the ability to debug effectively, and one of the most reliable tools for this is the use of on-screen print statements. These statements serve as a real-time debugging aid, outputting valuable information directly onto the screen, which allows developers to track the execution of code and pinpoint the location of bugs. This feature is particularly useful when testing new game mechanics or when trying to understand the flow of complex blueprint scripts. By strategically placing print statements throughout the blueprint nodes, we can visualize variable values, execution order, and the state of the game at any given moment. This immediate feedback loop is crucial for rapid iteration and troubleshooting, ensuring that developers can maintain a swift and efficient workflow.
When it comes to managing a large number of blueprints, especially those with duplicate names or similar functionalities, reference documentation becomes indispensable. It is imperative to ensure that the correct blueprints are being referenced and modified, as a single oversight can lead to hours of debugging and confusion. This is why maintaining a well-organized and thorough reference document is essential. Such documentation acts as a map, guiding the developer through the intricacies of the game's architecture and helping to avoid the pitfalls associated with managing numerous blueprints. By keeping an up-to-date reference, developers can quickly locate the necessary blueprints, understand their interconnections, and ensure that any adjustments are made in the correct context.
Niagara System and Homing Objects
The Niagara System in Unreal Engine is a potent and versatile tool for creating and controlling particle effects. It allows developers to craft detailed and dynamic visual effects that are integral to the immersive experience of a game. A specific use case where the Niagara System shines is in the creation of homing objects. These are objects or particles programmed to "home in" on a target, which can be a character, an item, or a location in the game world. To ensure that these homing mechanisms work as intended, it is crucial that the target is neither too close nor too far from the particle. If the target is too distant, the homing object may not initiate its pursuit, or it might take an impractically long time to reach its destination, both of which can detract from the gameplay experience. Conversely, if the target is too close, the homing effect might not be noticeable or visually impressive. Therefore, careful calibration of the distance between the homing object and its target is vital to achieving the desired effect in the game.
The implementation of the Niagara System's homing capability demands a nuanced understanding of both the system's parameters and the game environment. It involves not only setting the right distance but also fine-tuning other factors such as speed, acceleration, and the behavior of the object upon reaching its target. These elements must be balanced to produce a natural and satisfying outcome that supports the game's design. Moreover, the use of homing objects often requires rigorous testing and iteration to perfect their behavior within the game's context. By mastering the Niagara System's parameters and carefully considering the gameplay mechanics, developers can create engaging and visually appealing effects that enhance the player's experience.
One of the key successes in the development of "Cure" was the seamless introduction of subjects and narrative elements to the player. This was achieved through the adept utilization of Unreal Engine’s media and media widget blueprints. Typically, subject introductions in games serve the dual purpose of driving the narrative and acquainting players with new characters, mechanics, or important plot points. In "Cure," we endeavored to make these introductions not just informative but also engaging.
To accomplish this, we construct a series of media blueprints that allow us to embed video content directly into the game environment. This approach means that players could witness the story unfold through a dynamic and cinematic lens, providing context and background in a format that was both accessible and visually appealing. Especially in a video format, the ability to present subject matter through media blueprints is invaluable, as it combines auditory and visual learning to reinforce player engagement.
Adapting to Cutscene Tool Limitations
My vision for "Cure" is cinematic at its core, intending to weave gameplay and narrative into an inseparable tapestry. Unreal Engine 5's built-in sequencer came with the promise of creating cinematic experiences with ease, but as the narrative ambitions of "Cure" grow, we find the sequencer's capabilities to be limiting for our specific creative needs. The sequencer, while robust in many ways, sometimes lacks the nuanced control over timing and the depth of editing features required for the intricate, multi-layered cutscenes we had storyboarded. The narrative I wish to tell through "Cure" is not just a sequence of events but a complex interplay of emotions, character development, and pivotal plot points that require a cinematic treatment akin to that of a feature film. In pursuit of this cinematic finesse, we explore external tools and land on Adobe Premiere Pro, a decision that marks a significant turning point in the production of our cutscenes.
Adobe Premiere Pro, a stalwart in the video editing industry, offers a plethora of editing tools that grant us the freedom to manipulate our footage with a granular level of precision. Here, we could slice frames with surgical accuracy, control the pacing to match the emotive beats of the story, and composite layers upon layers to craft scenes that were as rich visually as they were rich narratively. This external environment also allows for the integration of various visual effects and audio tracks that enrich the cinematic quality of each scene. The flexibility of Premiere Pro enables us to experiment with a comic-book style, a creative choice that aligns well with the game's aesthetic. This style, characterized by bold colors, dynamic transitions, and stylized frames, allows us to present our cutscenes in a way that pays homage to the graphic novels that have inspired portions of our narrative. The process is meticulous; each scene is crafted with an artist’s touch, frame by frame, ensuring that every second of the cutscene conveys the intended emotion and narrative thrust.
Upon completion, these cutscenes are not standalone pieces but integral parts of the game's fabric that need to be woven back into the interactive experience. The challenge then becomes integrating these externally edited sequences into the Unreal Engine without disrupting the immersive flow of the game. This is achieved through careful planning and technical ingenuity, ensuring that transitions between gameplay and cutscenes are smooth and that the stylistic choices made in Adobe Premiere Pro are reflected accurately within the game engine. The result is a collection of cutscenes that not only carry the narrative forward but also do so with a distinct style that sets "Cure" apart. These sequences were polished, not merely in their visual appeal but in their ability to carry the player through the emotional journey of the game. The narrative-driven sequences thus become a hallmark of "Cure," enhancing the storytelling and providing players with a cinematic experience that complements the interactive elements of the game.
This creative solution to our cutscene conundrum is emblematic of the adaptive and innovative spirit that defined the development of "Cure." It is a testament to the team's resilience and our collective commitment to the game's artistic vision. By stepping outside the confines of the expected, we embrace a solution that enriches "Cure" and showcases the potential of integrating traditional filmmaking techniques into modern game development. The seamless melding of these cutscenes with the gameplay was a technical achievement, but more importantly, it is a narrative triumph. Each cutscene became a window into the soul of "Cure," offering players a deeper connection to the game's world and its characters. In doing so, we not only overcame a technical hurdle but also elevated the art of storytelling within the interactive medium.
Leveraging Community Insights and Support:
The collective wisdom and experience of the Unreal Engine community has played an instrumental role in the development of "Cure," offering a reservoir of knowledge and support that was critical to overcoming the technical and creative challenges we faced. In the vast digital landscape where information is both abundant and fragmented, the Epic Games Unreal Engine Community forums became a beacon, illuminating the path through complex development mazes with peer-reviewed solutions and expert advice. Here, veterans and novices alike converge, forging an invaluable resource for developers seeking guidance or validation of their approaches. The community's culture of sharing and support not only accelerates problem-solving but also fosters a sense of camaraderie among developers, which is often the much-needed morale boost during the grueling development cycle.
Moreover, the official documentation serves as our fundamental textbook, a compendium of the engine's capabilities, and a guide to its vast functionalities. While exhaustive, the official documentation could not always encapsulate the nuance of real-world application, a gap adeptly filled by the myriad of YouTube channels dedicated to Unreal Engine development. Channels such as Buvesa Game Development, BeardGames, and MattAspland transformed abstract concepts into tangible examples, demonstrating the implementation of features in actual game scenarios. These content creators, with their didactic videos, not only demystify complex topics but also offer a variety of creative techniques and workarounds that are not apparent in the official literature. Their content became a form of mentorship, providing step-by-step tutorials that have been pivotal in the successful integration of various game mechanics within "Cure."
The symbiotic relationship between content creators and game developers is a hallmark of the Unreal Engine ecosystem. By sharing their development journeys, successes, and even failures, these creators have built libraries of case studies that serve as a collective memory for the community, ensuring that hard-earned lessons are passed on and not repeated. It is within this shared digital space that "Cure" has found its technical footing, adapting the insights and lessons from these virtual mentors into its development DNA. From debugging perplexing issues to optimizing performance, every piece of advice was a puzzle piece that, when correctly placed, reveals a larger picture of game development harmony.
The community's diverse perspectives also provide a crucible for testing ideas and soliciting feedback. Whether it is a forum post dissecting the nuances of the Blueprint system or a live stream detailing the art of level design, every interaction is an opportunity to learn and grow. Peer reviews and collaborative discussions often led to a refinement of features within "Cure," ensuring that the game not only meets the expectations of its creators but also resonates with the community that had become an integral part of its development journey.
In essence, the community around Unreal Engine is not merely a support system; it is a thriving ecosystem that nurtured the growth of "Cure" from a concept to a living, breathing digital experience. It is within this ecosystem that "Cure" has evolved, guided by the collective intelligence of thousands of developers, each contributing a verse to the epic that is game development. As "Cure" prepares to make its mark on the gaming world, it stands as a testament to the power of community, the value of shared knowledge, and the strength found in unity. It is a product not just of a single vision, but of a shared passion for creating worlds that captivate, challenge, and inspire.
What Did Not Go Well:
Despite the progress, challenges emerged, notably in the realm of programming using Unreal Engine's Blueprints. The Blueprints system, while powerful and visually intuitive, presented a steep learning curve. My initial forays into the Blueprint scripting often ended in a labyrinth of errors and bugs that seemed insurmountable. The inability to use traditional text-based code meant that I could not simply search for solutions or copy error messages into search engines or AI platforms like ChatGPT. This limitation of the visual scripting system led to many frustrating hours, as it felt like I was trying to decipher an alien language without a translator. Each session ended with a gnawing sense of defeat, as I faced the cold reality that conventional coding strategies were of little use here.
This frustration was compounded when working with the Niagara System, Unreal Engine's advanced particle system, which proved to be one of the most challenging aspects of development. Trying to perfect the "scent trails" mechanic, a feature designed to guide players along their journey, felt like grappling with a shape-shifter—each time I thought I had a grip on the issue, a new, unexpected error would emerge. Despite poring over forum posts, watching countless tutorial videos, and experimenting with various configurations, the solution to my problems with the Niagara System remained tantalizingly out of reach. It was a humbling reminder that game development was as much about perseverance as it was about creativity.
The breakthrough came through dedicated learning and mentorship. My mentor, Sam, provided invaluable insights into the intricacies of debugging in Unreal Engine. With Sam's guidance, I learned to utilize Unreal's on-screen print statements effectively, transforming the way I approached problem-solving within the Blueprint environment. I began to dissect my Blueprints, using print statements to isolate and identify the faulty logic and incorrect variables. This methodical approach to debugging turned what once felt like a guessing game into a structured process. Sam also helped me realize the importance of referencing the correct character arrays within Blueprints, which was the key to making the homing Niagara system recognize its targets. The moment I corrected this, it was as if a fog had lifted, and the game's features began to work in harmony. This mastery over debugging not only solved my immediate issues but also equipped me with the tools and confidence to tackle future challenges head-on, turning frustration into empowerment and uncertainty into clarity.
Conclusion/Final Thoughts:
The odyssey of creating "Cure" has been more than just a technical endeavor—it has been a journey of personal and professional growth, pushing the boundaries of my capabilities as a game developer. The culmination of this project is not solely measured by the completion of the game but also by the rich tapestry of skills woven throughout the development process. From the nuanced art of storytelling to the intricate technicalities of Unreal Engine, each challenge surmounted has been a lesson in both the art of game design and the science of its execution. These experiences have not only sharpened my technical acumen but also deepened my appreciation for the narrative potential of the medium.
The development of "Cure" has also provided valuable insights into the collaborative nature of game creation. Through interactions with the community, the support of mentors, and the feedback from early testers, I have learned that the creation of a game is a symphony played by many hands. Each contribution, whether a line of code or a piece of conceptual art, is a note in the larger composition that is "Cure". This collaboration has taught me the importance of open communication, the value of diverse perspectives, and the strength found in collective problem-solving.
Looking forward, "Cure" stands as a testament to the power of interactive storytelling and the emotional resonance that games can carry. It is my hope that Theo's journey will not only entertain but also evoke a deeper empathy and connection within players. In an industry often fixated on graphical prowess and mechanical innovation, "Cure" aspires to remind us that at the core of every great game is a story that touches the heart. As I prepare to release "Cure" into the world, I do so with the anticipation that it will contribute meaningfully to the evolving dialogue of what games can be and the experiences they can offer.
As this chapter of development closes and another awaits its beginning, I carry with me the knowledge that the challenges faced were not roadblocks but stepping stones—opportunities to ascend to greater heights in game development. "Cure" is more than a game; it is a chapter in my life, a bridge to the future, and a beacon for others who dare to dream and create. With its release, I invite players and developers alike to partake in the journey of Theo and find within it a source of inspiration, reflection, and above all, a cure for the common game.
Works Cited
“Blueprints Visual Scripting.” In Unreal Engine | Unreal Engine 5.3 Documentation, docs.unrealengine.com/5.3/en-US/blueprints-visual-scripting-in-unreal-engine/. Accessed 24 Dec. 2023.
“Hardware and Software Specifications.” For Unreal Engine | Unreal Engine 5.0 Documentation, docs.unrealengine.com/5.0/en-US/hardware-and-software-specifications-for-unreal-engine/. Accessed 24 Dec. 2023.
“System Requirements for Unity 2021.1.” Unity, docs.unity.cn/2021.1/Documentation/Manual/system-requirements.html. Accessed 24 Dec. 2023.
“What Is the Best Programming Language for Unreal Engine 5?” Vintage Is The New Old Zeta Wing 2 Has Been Released for the Commodore 64 Comments, 9 Nov. 2023, www.vintageisthenewold.com/game-pedia/what-is-the-best-programming-language-for-unreal-engine-5
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