Marco Tieghi

Time Heists Express

— PROJECT NAME

Time Heists Express


— ROLE

Lead Programmer

and Game Designer


— DATE

June 2024 – current


— EXPECTED RELEASE DATE

Early 2025


  • — SOFTWARE USED

Unreal Engine, C++, Blueprint, Blender


— PLATFORM

macOS, Windows

Time Heists Express is a faster and quicker version of Time Heist. It is based on Time Heists, but it uses smaller maps and less-conventional game modes. This way, while the development of Time Heists still goes on, I can work on another game where I can have more flexibility and experimentation. This lighweight game can be easier for me to mantain, but at the same time can let the players have fun and enjoy the core essence of Time Heists.

The main theme in Time Heists Express is kept from Time Heists: each map has a different scenery, set in different time and different location around the globe. This allows players to experience a variety of game modes, from controlling multiple points simultaneously, to bounty hunting, to stealing gems. Every map, and consequently every different time, has its specific heroes which the player can select from: if the map is set in the Far West, the player can select from a range of heroes which use XIXth century weapons and costumes, whose combat style and special abilities are themed for that historical time… with a bit of technology and fantasy added. This way, every map has its unique game style and players can experiments many different strategies.

Some key features are:

- wide variety of maps, set in different world locations and different times;

  • - wide list of specific heroes, which have their own unique abilities;
  • - team-based multiplayer experience and strategies;
  • - low-poly graphic style.


Since I am the sole developer behind this project, I am responsible of each aspect of the game, from development to design. The game uses some paid third-party assets from the Unreal Marketplace, specifically those concerning models for characters and environment. Models are also changed according to specific needs using Blender.

The game uses primary C++ scripting, so every main feature, ability, manage etc. is implemented using code and the structures proper to the engine, but some small features are implemented using the Blueprint scripting system.

Some relevant areas I'm working on include:

- level design, setting different levels in different periods;

- hero design, giving each player character their unique abilities and combat style according to their historical time;

- animations, both for characters (using the great help given by platforms such as Mixamo) and environment props;

- visual and sounds effects;

- shaders and materials;

- lighting, to give each map the right mood;

- UI design, for the clearest UI possible;

- optimization for each supported platform


Why another Time Heists?

You may wonder why I'm developing what looks like a copy of the original project, just using another engine.

The main reason behind this choice is the necessity to see my vision finally realized, without sacrificing the core spirit of the game. Beacuse Time Heist (TH) is a very big and complex game when developed alone, Time Heists Express (THe) uses the experience acquired during the development of Time Heists, and many fun ideas discarded during the design process, for a lighter yet funny game.

This game isn't a beta or a lite version of Time Heists: it's a title with its own identity. You can think of THe as the little brother of TH.


Photo and video gallery soon