Posted April 24, 2023 by Neil London
#postmortem
Bizarre Plunger Crusade (BPC) was developed in 2021 by a four-person team over the course of three months. It was the first original game we created from concept to completion. Built in Unreal Engine 4, the game blended lighthearted horror with puzzle-driven progression, where players explored a haunted house, searched for keys, and ultimately confronted a possessed toilet. Despite being a novice team, we successfully delivered a polished, playable build that was later refined and released in 2023.
The team consisted of three 3D artists and myself in a combined director, producer, programming, and design role. Each of us wore multiple hats, contributing outside our core areas to bring the project together.
Team Size: 4 developers
Roles Covered:
Producer / Programmer / Designer (me)
3D and Texture Artists with additional responsibilities in asset integration and design support
Tools Used: Unreal Engine 4, GitHub, Discord, Miro, Scrum boards
Strong collaboration and workflow structure kept the project moving forward despite our limited experience. Early in development we chose to align responsibilities to individual strengths rather than splitting every task evenly, which improved efficiency and quality. Regular check-ins and agile-inspired practices kept communication clear while working remotely, and the inclusion of voice acting and subtitles elevated the final experience beyond what we initially planned.
Key positives:
Clear division of responsibilities based on strengths improved polish
Agile-inspired workflow and frequent meetings supported collaboration
Strong creative theme gave the project cohesion
Voice acting and subtitles added personality and immersion
Several challenges emerged as the project progressed. As a team new to version control, we faced issues with GitHub, including a faulty commit that temporarily broke the project and cost us time. Inconsistent participation from one teammate forced us to cut a planned room, which reduced scope but protected quality. We also lost time to technical hurdles in Unreal Engine 4, including persistent collision bugs that required reworking how key collection events were implemented.
Main challenges:
Version control inexperience caused setbacks early on
Uneven team participation led to scope cuts
Technical bugs in UE4 slowed progress until simplified solutions were found
The project highlighted how important it is to keep solutions simple, maintain accountability, and scope realistically. We also learned the importance of balancing ambition with practicality, pursuing features that added impact, like voice acting, while cutting others to protect polish. The experience reinforced how critical communication and flexibility are when working with a small, relatively inexperienced team.
Key takeaways:
Match responsibilities to strengths instead of splitting tasks evenly
Simplify technical solutions when possible
Ensure accountability in small teams to prevent bottlenecks
Protect scope by focusing on quality over quantity
Bizarre Plunger Crusade was an important milestone for the team. We overcame setbacks, adjusted scope realistically, and delivered a playable experience that reflected both our creativity and our growth. It remains a project I’m proud of, both for the final result and for the lessons learned that continue to shape how I approach game development.