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Loop7 (Project at Black Forest Games)

A mysterious co-op anomaly experience aboard an abandoned space station.

Role Gameplay Programmer
Engine UEFN
Team Team of 5
Platforms PC

Briefing

Trapped aboard an abandoned space station, work together to uncover anomalies, solve puzzles, and escape an endless loop. Experience an eerie and mysterious co-op adventure where every detail could be the key to breaking the cycle. This project was developed in collaboration with Black Forest Games.

My Contributions

  • Gameplay Programming Learned and utilized Verse to develop the game's core gameplay systems, including the central loop logic and the dynamic loop counter.
    Counter Display Device
  • Anomaly System Development Designed and programmed a modular anomaly system that randomly selects and triggers anomalies while preventing recently encountered events from repeating in quick succession.
    Random Number Device
  • Cinematics & Cutscene Implementation Programmed and integrated in-game cinematics and cutscenes to enhance the game's narrative and player experience.
    Cinematics — Cutscene
  • Creative & Game Direction Led the creative vision of the project, from the initial game concept to the design and implementation of the anomaly-driven gameplay experience.
  • Anomaly Implementation Implemented a variety of gameplay anomalies, including the Cracked Glass and Eye Creature events, each contributing unique gameplay scenarios and environmental storytelling.
  • Movement & Gameplay Mechanics Designed and implemented the player movement system and core gameplay mechanics to support cooperative exploration and puzzle-solving.

What I Learned

This project challenged me to step outside my familiar development environment by learning Verse and adapting my programming approach to UEFN. Working under the professional guidance of Black Forest Games, I gained valuable experience in project management through weekly reviews, structured task planning, and clearly defined deadlines. One of my key takeaways was learning to adapt creative visions to new technical constraints without compromising the core gameplay experience or exceeding the available development time. This required me to continuously rethink established approaches, remain open to alternative solutions, and balance creative ambition with technical feasibility. Ultimately, the project strengthened my ability to manage time effectively, maintain an overview of complex tasks, and make informed development decisions within a structured production pipeline.

Team

  • Colin Coveli — Environment Design, Level Design, Game Programming
  • Daniel Soares Felisberto — Sound Design
  • Jonathan Siegel — Puzzle Design & Programming, Game Design
  • Oliver Musch — 2D & Anomaly Art
  • Uzay Luzardo Utkubas — Game Programming, Creative Direction, Game Design

About Me

Uzay Luzardo Utkubas

Hi! I'm Uzay, a Game Development student at Hochschule Offenburg, specializing in Technical Art and Gameplay Programming. Growing up with Nintendo's classics, I'm driven by a lifelong love for video games that I want to express through the worlds I create. While I have mainly taken on roles as Gameplay Programmer and Creative Director in my previous projects, I'm particularly interested in developing shaders, gameplay mechanics and systems, as well as conceptualizing new ideas and finding ways to improve and refine existing ones. I'm always curious to explore new areas, learn new skills and broaden my perspective as a developer.