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Unannounced Project
Project specifications
3D - Multiplayer - Unreal Engine 5 - C++
Date & Size
2024 - 4 months - 130 people
In 2024 I had the chance to fly over to Montréal, Canada to have a four months internship at Behaviour Interactive.
I worked on a 3D multiplayer game that to this day isn't announced.

UI: GAME TIMER
One of my main assignments was to implement a game timer system. The objective was to create a timer that would start at the beginning of a match and automatically end based on parameters defined by the game designers within the data assets.
Since the project was a multiplayer game, I also had to ensure proper synchronization between the dedicated server and all connected clients, maintaining consistency across the network.
Additionally, I integrated the timer into various user interfaces to allow UI artists to easily implement the final visuals. This task required me to learn and work with the MVVM UI architecture, as well as several in-house custom UI components.
GAMEPLAY: MULTI-STATE ACTORS
On this project, I was part of the "recipe" team, whose main focus was to create all the interactable actors within the game. One of my tasks was to develop an actor that players needed to interact with in order to progress through the gameplay.
This involved working with multiple systems, such as the game flow nodes and the match objective system, ensuring proper setup and updates. I also made sure that game designers had the flexibility to easily modify any parameters related to the actor or its associated objectives.


BUG FIXING/EDGECASE HANDLING
During the later stages of the development sprints, I was assigned multiple tasks focused on bug fixing and handling edge cases.
This involved reviewing and improving my own previous code to cover scenarios I hadn’t initially anticipated, as well as debugging and updating code written by other programmers on the project, requiring me to adapt to different coding styles and approaches.
Working on this project was an incredibly enriching experience. I gained valuable insights on both the soft and technical sides of production.
On the soft-skills side, I developed my ability to collaborate and communicate within a large-scale team, participated in various types of meetings, and learned to adapt to established production pipelines.
On the technical side, I expanded my knowledge by learning to use new production tools such as IDEs (Rider), version control systems (Perforce/UGS) and Jira/Confluence, as well as by deepening my understanding of programming concepts like multiplayer systems and the MVVM architecture.
Having had little to no prior experience with Unreal Engine C++ before this internship, I’m genuinely proud of how quickly I managed to adapt and learn.
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