I started the Unreal Fellowship with three different game ideas—each one I loved. I’m especially thankful for the feedback I received from the Epic Games team, and in particular Edward Bennet, who helped me decide to move forward with the third idea. Back then, I called it Mission Commadillo —but it later evolved into Captain Commadillo .
The core idea behind the game is simple but fun: a character that can switch between a bipedal form and a high-speed ball mode. You roll to dodge bullets, then switch back to fight. The movement is inspired by the Droideka from Star Wars: Episode I , the gameplay draws from the arcade classic Shock Troopers , and the overall vibe and art style take cues from one of my all-time favorites, Metal Slug 2 .
Once the concept was locked in, I asked the amazing concept artist Alessandra Lucanto to design the main character.
When her designs were ready, I jumped into sculpting.
After finishing the model, I collaborated with the super talented animator Lise Rikke Kjær to bring the character to life. Meanwhile, I moved on to designing the UI and building the level.
Three weeks of sleepless nights, blueprint dreams, and pure adrenaline later—I couldn’t believe the result.
I can honestly say that the Unreal Fellowship Games 2025 was the toughest and most demanding course I’ve ever taken—but also the one where I learned the most.
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More details about my Unreal Fellowship experience (including gameplay clips from Captain Commadillo ) can be found here: https://devdiary-unrealfellowship2025-mv.carrd.co