Capitanian is a real-time space strategy game currently in development.

It began as a university team project developed by six engineers, where I acted as team lead and was responsible for designing and implementing the building and resource management systems.

The player manages a colony within a solar system dominated by an expanding red giant. As the star grows and environmental conditions change, players must adapt their infrastructure and long-term strategy to survive.

My Role

  • Led a team of six developers in a sprint-based workflow
  • Designed and implemented the building placement and upgrade system
  • Coordinated architectural decisions and code reviews
  • Maintained CI with automated testing

Technical Challenges

As the project grew, we encountered architectural limitations caused by early design decisions and tight coupling with the game engine. This made testing and long-term maintainability difficult.

We made the decision to redesign core parts of the architecture to:

  • Reduce coupling
  • Improve modularity
  • Increase testability
  • Enable long-term extensibility

What I Learned

This project taught me how early architectural choices impact scalability, how to manage technical debt in a team environment, and how to balance delivery pressure with long-term maintainability.

Capitanian launch screen Landing site Building menu Capitanian poster

👉Checkout the playable demo on itch.io