This thesis presents a detailed analysis of the methodological and procedural pipeline followed during the internship for the development of the video game Bloody Shift, engineered using the Unreal Engine 5.6.1 game engine. The software solution was conceived from the outset to synergistically align with commercial trends on the Steam marketplace and the specific demands of the target audience. This approach required an essential preliminary phase of collaborative brainstorming focused on game design, combined with a rigorous comparative analysis of existing competitors on the platform. Furthermore, the discussion focuses on a thorough description of the logical architecture implemented by the programming team to realize the fundamental mechanics of the core gameplay loop. The development workflow was structured around base classes defined in C++, which were subsequently inherited and specialized within their respective Blueprints. Finally, the operative context of the prototype's initial deployment is outlined, accompanied by a critical and quantitative analysis of the empirical findings and feedback gathered from the beta-testing user cohort.
Il presente elaborato espone in dettaglio la pipeline metodologica e procedurale seguita durante l’attività di tirocinio per lo sviluppo del software videoludico Bloody Shift, ingegnerizzato mediante l’utilizzo del motore grafico Unreal Engine 5.6.1. La soluzione software è stata concepita a monte per allinearsi sinergicamente alle tendenze commerciali del marketplace di Steam e alle specifiche esigenze del pubblico target; tale approccio ha richiesto una preliminare ed essenziale fase di brainstorming collettivo incentrata sul game design, integrata da un’attenta analisi comparativa dei competitor già esistenti sulla piattaforma. La trattazione si focalizza, inoltre, sulla descrizione rigorosa dell’architettura logica implementata dal team di programmazione per la traduzione delle meccaniche fondamentali del core gameplay loop. Il processo di sviluppo è stato strutturato a partire dalla definizione di classi base in C++, successivamente ereditate e specializzate all’interno dei rispettivi Blueprint. Infine, viene delineato il contesto operativo in cui è stato effettuato il primo deployment del prototipo, corredato da un’analisi critica e quantitativa dei risultati empirici e dei feedback ottenuti dal cluster di utenti beta-tester.
Progettazione e sviluppo di un videogioco orientato al mercato: il caso “Bloody Shift”, dallo sviluppo al testing
CERVELLI, GIUSEPPE
2025/2026
Abstract
This thesis presents a detailed analysis of the methodological and procedural pipeline followed during the internship for the development of the video game Bloody Shift, engineered using the Unreal Engine 5.6.1 game engine. The software solution was conceived from the outset to synergistically align with commercial trends on the Steam marketplace and the specific demands of the target audience. This approach required an essential preliminary phase of collaborative brainstorming focused on game design, combined with a rigorous comparative analysis of existing competitors on the platform. Furthermore, the discussion focuses on a thorough description of the logical architecture implemented by the programming team to realize the fundamental mechanics of the core gameplay loop. The development workflow was structured around base classes defined in C++, which were subsequently inherited and specialized within their respective Blueprints. Finally, the operative context of the prototype's initial deployment is outlined, accompanied by a critical and quantitative analysis of the empirical findings and feedback gathered from the beta-testing user cohort.| File | Dimensione | Formato | |
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Tesi_Giuseppe_Cervelli.pdf
accesso aperto
Descrizione: Allegato della tesi di laurea di Cervelli Giuseppe (matricola S1118478).
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49.66 MB
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Adobe PDF
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49.66 MB | Adobe PDF | Visualizza/Apri |
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https://hdl.handle.net/20.500.12075/29642