About
After your space mission takes a wrong turn, you find yourself crashed on a planetoid with nothing but rocks. Fortunately for you, the rocks can talk, walk - and boogie?!
Turns out these rocks are disco-loving Geodes who live to party! But when their party gets crashed just as hard as your spaceship, it’s up to you to bring back the groove.
Teach these pebbles how to party again and they might just have what it takes to get your ship back among the stars.
✨ Theme: Cozy Adventure
👤 Role: Programmer
👥 Team Size: 2 Programmers, 2 Artists, 3 Designers
⏱️ Time Frame: 1 Year Internship (Feb 2025 - Jan 2026)
⚙️ Engine: Unreal Engine 5.6 (Blueprints & C++)
During my internship at Starbrew Games, I worked on Duck Side of the Moon over the course of a year, contributing to many of the game’s core interactive systems and gameplay moments. Highlights are the Gravity Pull gadget, the world interactivity systems, the Geode railway mechanics, and the integration of Steam achievements. These features required close collaboration with designers to ensure every mechanic felt cohesive and rewarding for the player.
The Gravity Pull gadget became a key tool for puzzle-solving and exploration, allowing players to grab, move, and throw objects dynamically. Alongside that, I developed numerous forms of world interactivity, from destructible crates and movable minecarts, to reactive objects like fireworks, lights, and flora bringing the game’s world to life. I also created the system behind the Geodes on the railway, which added movement and activity throughout the world by allowing characters to travel between locations.
Beyond gameplay systems, I implemented Steam achievements and assisted with general development tools such as launch parameters for faster testing. As this was my first large-scale Unreal Engine project, much of my year was also spent diving deep into Blueprint scripting, improving my C++ understanding, and learning the importance of optimization and performance analysis. Revisiting and refining systems became a recurring process, teaching me how to balance creativity and technical stability in a professional game production setting.