Quote from Al Anselmo~Intelect0Like others have said, the engine doesn't matter that much. Both Unity and Unreal have their pros and cons. It's almost safe to say that Unity is a thousand times more user friendly. In the end, that doesn't matter as well if you guys feel comfortable when playing with Unreal.
I myself am a lot more experienced with Unity, but I don't think that not being an expert with Unreal would be a disadvantage for my curriculum, because tools are just tools. What really matters is what you can create with them. Game dev studios often have their own specific engines (sometimes a heavily modified version of an existing engine).
I believe that when Phoenixx157 said that he could model in Unreal but not in Unity, he was talking about using BSP (or whatever is called that technique to modify geometries in Hammer)... right? Well, there are some plugins that enable the same feature in Unity. One of them is ProBuilder, developed by the same guys that created the ProGrids. One of the devs is a member of Mapcore (sixbyseven). I've been using ProBuilder extensively during the last three days (50 hours~) and it's very easy to use. It has some bugs, but it gets the job done.
tl;dr: I'd choose Unity because that's what the programmer is more comfortable with (C#) and the modelling could be done in Max, Maya, Blender etc.
Our LD has used Progrids and Probuilder before, trial versions I'm sure. I'll try to get everything to work out. whether it finding a way for the LD to feel more comfortable with Unity or have him use 3ds Max/Gmax, or have the Programmer use HAXE, I recall him already knowing that language, and I think he's comforable with it. Whatever it is, I'll post the conclusion and how this plays out. Thank for your help guys.