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Cucura-purumã
Capstone

Capstone project built at UFF, a digital game that explores cultural narrative and design mechanics as an academic research subject, built from scratch with Unity and C#.

01
// About the project
What was built

Cucura-purumã is the capstone project of my Computer Science degree at UFF. The project combines game development with academic research: the game is both the final product and the object of study.

Built with Unity and C#, the project required mastering not just technical development, but also mechanics design, narrative creation, and game systems architecture. The name comes from a cultural reference that runs through the game's narrative.

02
// Challenges
What made the project difficult
// Engine
Unity from scratch
Building a complete game in Unity with no prior experience with the engine required accelerated learning of its systems: SceneManager, Coroutines, Physics and more.
// Design
Mechanics that communicate
Creating mechanics that don't just work, but that communicate the game's cultural theme was the biggest creative challenge of the project.
// Scope
Capstone on schedule
Balancing academic depth with practical development, and delivering on the university's deadlines, required a lot of scope discipline.
// C#
Game architecture
Organizing the code so the project could grow during development without becoming unmanageable was a continuous learning process.
03
// Tools
Technical stack
Unity
C#
MonoBehaviour
SceneManager
Unity Coroutines
04
// Outcome
What I learned
01
Unity in practice: learning a whole engine while shipping a working product is completely different from following tutorials.
02
Game design as research: every mechanic can be analyzed academically as a communication system, design decisions have justifications beyond entertainment.
03
Scope management on a solo project: knowing what to cut is as important as knowing what to build.
04
Component-oriented C#: Unity's pattern is radically different from traditional OOP, and very powerful when used well.
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