
In B4_itEnds. , you play as the robot B4 who tries to keep alive his plants in a world where ressources are limited.
This project is a PC Point and Click game done in parallel with my second year of game programming studies, within the video game's creation association : LeoIndieGame.
It's the result of one month's work by a team of eleven people :
- 4 game programmers
- 2 game artists
- 4 game designers
- 1 tech artist
You want to try B4_itEnds. ?
For this project, I worked mainly on the following game mechanics as well as the juiciness.
I was also able to deepen my technical skills in Unity by using new modules that eased programmation's methods and juiciness elements' additions.

Plants & Frankenstein Plant
I programmed the behaviour of the game's enemies: the drones.
To manage the changes in the drones' behaviour, I mainly used the systems built into Unreal Engine, such as the behaviour tree, blackboard and even sensory systems such as sight.
This allows me to easily assign certain behaviours to certain conditions (for example, depending on what my drone sees, its distance from the player and its remaining life).
Drones can attack, die, move freely in 3D space (see below), etc. And all these mechanics come with their own polish elements, such as using physics and a tilted effect when the drones move, ragdoll when they die, etc.
Dissections & Transplants Menus
I programmed the behaviour of the game's enemies: the drones.
To manage the changes in the drones' behaviour, I mainly used the systems built into Unreal Engine, such as the behaviour tree, blackboard and even sensory systems such as sight.
This allows me to easily assign certain behaviours to certain conditions (for example, depending on what my drone sees, its distance from the player and its remaining life).
Drones can attack, die, move freely in 3D space (see below), etc. And all these mechanics come with their own polish elements, such as using physics and a tilted effect when the drones move, ragdoll when they die, etc.


Dotween & Zenject modules
I programmed the behaviour of the game's enemies: the drones.
To manage the changes in the drones' behaviour, I mainly used the systems built into Unreal Engine, such as the behaviour tree, blackboard and even sensory systems such as sight.
This allows me to easily assign certain behaviours to certain conditions (for example, depending on what my drone sees, its distance from the player and its remaining life).
Drones can attack, die, move freely in 3D space (see below), etc. And all these mechanics come with their own polish elements, such as using physics and a tilted effect when the drones move, ragdoll when they die, etc.