Serious Game (Unannounced)
What is Serious Game (Unannounced)?
An enterprise serious game built in Unreal Engine 5.5 for a drone manufacturing corporation, designed to teach a Six Sigma / DMAIC-inspired management methodology through scenario-based simulations of multi-factory production, workforce planning and continuous improvement decisions. 99% of gameplay takes place inside rich UI widgets powered by AI & C++ world subsystems that drive factories, workforce, narrative and scoring systems.
Project Context
Developed as my end-of-studies internship project within a game/tech studio for a confidential drone manufacturing corporation. The serious game is used internally to train managers in a Six Sigma / DMAIC-style continuous improvement methodology on a simulated multi-factory production environment. Due to confidentiality, only high-level system design and code can be showcased publicly; no in-game footage or client assets are disclosed.
Development Time & Details
My Role in the Project
Gameplay programmer & systems designer responsible for some core simulation and UI architecture: designing and implementing C++ WorldSubsystems, data-driven HR/contacts and factory systems, complex widget flows for scenarios and decision-making, and technical integrations (local LLM AI Model, local Speech Synthesis AI Model, MetaHuman realtime lip-sync generator) that turn the management methodology into interactive, replayable training sessions.
Tech Details & Highlights
Key Features
- Architected and implemented multiple C++ WorldSubsystems (HR, workforce, contacts, LLM, TTS...) to drive a fully data-driven serious-game simulation used to train managers on continuous improvement and Six Sigma / DMAIC concepts.
- Built a complex UI stack (Slate/UMG widgets) where almost all gameplay happens: recruitment, assignment and training flows, specialist dashboards, factory views, scenario objectives, all powered by AI and typed data structures and UDataAssets/UDataTables.
- Designed and implemented the data model for the workforce and HR systems (contacts, belts, jobs, skills, traits, economy thresholds), enabling designers to drive game balance and narrative purely through data without touching code.
- Integrated external systems (local LLM AI Model, local Speech Synthesis AI Model, MetaHuman realtime lip-sync generator) behind clean C++ facades, enabling in-game AI-driven characters, dynamic dialogue and voice feedback while keeping the game codebase testable and maintainable.