Limited Time Warranty (Ongoing)
Project Details
Project Type: Video Game
Engine / Languages Used: Unreal Engine 5, Blueprints
Version Control Used: Perforce Helix Core (p4v)
Role: Programmer, UI Programmer, Animation Integrator
Description
Welcome to Perish.inc, a company that handles warranty fulfillment!
Everything in the office abides by two simple rules:
Limited Time Warranty is a hectic, physics-based puzzle game where you must complete tasks around an office.
Background
LTW started as our core team's end of the year project for RRC's "Game Studio 2" class. The team was assigned by our instructors, and from the moment I saw our names on screen, I knew whatever we made would be great. The whole class was made to do a brainstorming exercise where we did three rounds of tossing ideas around with random prompts.
3 randomly generated prompts later, we had a basic idea. Then we left the classroom to find a breakout room, and fleshed that idea out for nearly an hour. When we emerged, we had something magic. A physics based puzzle game where everything was breakable, everything was replaceable within a warranty period, all wrapped in a liminal office space.
Goals
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Add juice wherever possible.
Some of my favourite stuff to do in game projects revolves around doing small things that make the game so much more fun to play, and I can tell that this game would give me plenty of space to do that. -
Learn UMG Best Practices.
I also wanted to use this game as an excuse to learn the best practices for UI programming in UE5, which I've heard can be a real hassle when you get into the weeds of it. -
Make some truly ridiculous interactions.
This game is intended as a surrealist video-gamey take on menial office labour. So we have to play into the comedy both in terms of framing, but also through the gameplay itself!
A Fun Fact About This Project
Having just come back from our school's reading week, (during which Sam, Emily and I participated in the WGC's PegJam 2026 in different groups), I had one thing on my mind. And that thing was Super Goblin Putt Putt, a game made for that jam that absolutely floored me.
It heavily inspired a lot of the ideas I pitched in the initial rounds of brainstorming.
Additional Credits
Core Team
Samuel Daya - Programmer, Composer, Sound DesignerEmily Peloquin - Art, Characters, Animation
Ethan Cochrane - Art, Environments, Level Design
Other Credits
Kyle Geske - Instructor, Occasional PlaytesterMatt Broeska - Instructor, Occasional Playtester