There are a lot of learning resources online that are mostly free, which is great! The available tools are just amazing; from the prototype phase up to profiling and debugging, Unreal has a tool for it. I can’t recommend it enough.The game received an Epic MegaGrant. How did this help and motivate your team?

The biggest prize was the effect it had on us mentally. From that moment, we knew we had something. A team of people looked at our project and found it worthy; the fact that a team from Epic Games reviewed it and believed in us. That was the biggest prize. For a team of two, this acknowledgment was very heartwarming and motivating.

We applied for the MegaGrant program about six months before receiving one. We had the core mechanics and a somewhat polished version of the game visuals. So I just filled out the form, sent a demo to them, and hoped for the best. Thanks a lot to the Epic Games staff. Your vote of confidence means a lot to us.

Can you talk about the challenges of developing a game with a two-person team?

Certainly, developing a game in the proposed scope is a great challenge. Managing the development was not that difficult as the team was small, but the time cost is very high. Game design, sound design, modeling, texturing, programming, and testing are just some of the tasks done by just the two of us. We got great outside help regarding the in-game music. A composer from the USA, who previously worked with the development of Damned, helped us again with this project.

Source: Unreal Engine Blog