One of the Unreal Engine 4 demo vids allows for deep code manipulation and "on the fly" compiling. I'll see if I can find it.
Awww yeah here we go: https://www.youtube.com/watch?v=VitLyrynBgU
He doesn't start the code stuff till 10 min in, but I find the structure of the objects the most fascinating ( at 6 min in). I have always liked access style organization over Excel.
https://www.youtube.com/watch?v=UGP7S2Oq0M8
Any time I see programmers and game developers change a piece of code IN GAME and see the changes immediately, I get a lil giddy.
"And belts and zippers and belts and zippers and belts and zippers"
http://www.escapistmagazine.com/videos/view/jimquisition/9617-Batman-Is-Everything-Wrong-With-Square-Enix?utm_source=latest&utm_medium=index_carousel&utm_campaign=all
To be fair, that was UT's strongest selling point. Nobody who didn't already know about the arena would be interested in seeing or know about the arena if shown in a commercial.
They wall wanna be like WOW, BANG, BOOM, SO COOL,
I mean... It's trying to pull back to the old school quake / UT arena shooter style. Those games were extremely straight edge. You shot a gun off of hip fire, you had 100% accuracy. Protractors unite. That and Quake 1 and stuff were programmed in straight lines. There weren't any weight delusions or momentum madness's until later. I still, to this day, think that quakes rocket jumping "momentum" coding is an oversight. Just like skiing in the Tribes was a bug until Ascend.