Dream Machine

Dream Machine was made by request of Steve van den Borne, a visual artist and building historian. It is a gamified visual experience set inside the dream of Steven. Get blown away by the realistic visuals and the dream like experiences. Discover hidden messages using your polaroid camera or capture your favorite moments.

About Dream Machine

Dream Machine takes place in the dream of our client Steven. It contains 5 scenes, each with its own puzzle and own "dream scene" as reward to that puzzle. The game contains multiple interactable objects, each having 2 states, their normal state and their trigger state. In every scene, one object is the trigger to start the scene; then this object does something different from normal, again contributing to the dream experience. The player also has a polaroid camera equipped. The player can use this to take pictures of anything, but when certain distortion fields are captured, the player will discover a hidden riddle, pointing to the trigger object. The game also gives the player the option to store the pictures in their local Pictures folder.
Our client aims to present this visual experience at art galleries, where everyone interested can try. We kept this in mind, of course, and adapted our game to this target audience, making the game more accessible using a lot of player feedback and simple controls.

My Contribution

The team consisted of 2 programmers, which means I was active in multiple aspects of the game.
I implemented the custom player movement, the different interactable objects, the ability to shrink in the maquette (see the gallery below). All the UI and HUD were also implemented by me, including different menus (start, pause, settings, chapters, etc.) and in-game UI. Finally, I also implemented the polaroid mechanic, which takes pictures and reveals hidden text when looking at the correct area.

The Team

As mentioned before, the team contained 2 programmers, me included. Next to that, there were also 2 artists involved and one game designer, who also helped with both programming and the creation of art assets. We also had the pleasure of working with a composer student which delivered custom music for the game.

Programming

Donan Camerlynck
Michiel Dewachtere (me)

Art

Çağla Akçay
Juozas Pelakauskas

Design

Tom Vandenberghe (also did a lot of art and programming)

Music

Jan Corberó

Unreal Engine 5

This was my first big project using Unreal Engine 5. As programmers, the game was fully made using C++, no to very little blueprints were used. It thought me a great deal, I was already quite proficient with modern C++ and working with the standard, which made it easy but still quite tricky to transfer to C++ in UE5. Unreal's lack of documentation didn't help transitioning either, I learned new things every day working on this project, and I can now say that I am somewhat comfortable writing UE5 C++.

This was my first big project using Unreal Engine 5. As programmers, the game was built entirely in C++, with little to no use of Blueprints. It taught me a great deal. I was already quite proficient with modern C++ and familiar with the standard library, which made the transition to C++ in UE5 easier but still challenging. Unreal's limited documentation didn't make the transition any smoother. However, I learned new things every day while working on this project, and I can now confidently say that I am comfortable writing C++ in Unreal Engine 5.