Final year project · team of 2
Motel Manager Simulator
A 3D motel management game in Unity, built as our final year project in BS Software Engineering at The Islamia University of Bahawalpur.
- Status
- Demo build · not released
- Role
- Design documents, 3D assets & guest behaviour
- Year
- 2025
- Type
- Unity 3D game
- Stack
- UnityC#UML
The problem
The idea: the player takes over a small, run-down motel and grows it. Guests arrive by car, check in at reception, use their rooms and leave a review, while the player handles rooms, prices, cleaning, parking and upgrades.
It was a two-person team, so every part had to be planned before it was built. That made the requirements and design work as important as the game itself.
My approach
5 decisions that shaped the build, and why each one was made.
- 01
Requirements first
I wrote the SRS and SDD: the core gameplay loop, room and facility management, finances, guest satisfaction, random events, and the functional and non-functional requirements.
- 02
Design in diagrams
The system was split into UI, game logic, data management, a dynamic events engine, and graphics and audio. Activity, sequence, class, object, ER and state diagrams describe how they work together.
- 03
Rooms as states
Each room moves between clear states: idle, occupied, check-out, maintenance, fully booked and under repair. That keeps booking and cleaning rules easy to follow in code.
- 04
A believable world from free assets
I found free 3D characters, cars and props and set them up in Unity to build the street, the parking with marked bays, the corridor and the reception.
- 05
Guests that behave like guests
I worked on the guest NPCs: arriving, going to reception, checking in, using the room and checking out.
What it does now
- Main menu with new game and continue
- Manager panel for shop, parking, rooms and advertising
- A motel on a city street with parking
- Room corridor and reception with guest and staff characters
- Full SRS and SDD with UML diagrams
“Write it down before you build it.”
This was my first full requirements and design document. Planning the rooms as states and the guests as a fixed sequence of steps made the game logic simpler to build and easier to explain.