



Role: Developer
Team Size: 2
Players: 1
Engine: Unreal 4
Tools
Visual Studio | C++ | Blueprints | Audacity | Bitbucket | Maya | Mudbox | Unreal Engine
Overview
An action game where players attempt to survive against waves of enemies by using movement, spacing and different types of attacks to overcome the assault. Started off as a personal project to learn Unreal and transitioned into a game made as part of my fourth year final project with one more 4th year student. My responsibilities encompassed each area of the game with the exception of modelling, texturing and shader work.
Project Goals
- Develop a hack and slash action game using Unreal 4
- Design a combat system that transitions between single target focused combat, and AOE 1 vs Many combat.
- Tactical action gameplay that uses skills such as observation, spacing, and timing.
- Learn and utilize the differences, and advantages of root motion vs locomotion controlled movement.
- Learn advanced Rigging setups for Humanoid Creatures
- Learn additional types of techniques to intergrate features.
Responsibilities
- Everything except creating Models, Texture and Shaders.
- 3Cs (Character, Controls, Camera)
- Design and Build Control rigs for Bipedal Characters including cloth, armour and facial.
- Animate Main and Enemy characters.
- Implement Enemy AI behaviours
- Design player and enemy abilities, mechanics and features.
- Programming various systems including combat, traversal, lock-on, AI and more.
- Modelling and texturing low priority 3d Models.
- User Experience
- Project Management
- Sound Design
- Game and Level Design, including pacing of encounters, balancing, rhytmn, feedback, direction and more.
Additional Details
- Genre: Survival Action
- Language: Unreal Blueprints, C++
- Duration: Sept 2016 – April 2017 (7 Months)
- Platform: PC
- Controls: Keyboard, Gamepad
Detailed Work
- Everything except creating Models, Texture and Shaders.
- Characters
- Main Character
- Design and Implementation
- Control Rig (Individual Armour pieces, Advanced Face, IK/FK Switch, Root Motion Locator, Foot, Wrist and Hand setups, Cloak)
- Animations ( 5 Attack Combo, Walk, Run, Jump, Fall, Death, Hurt, Special Attack, Hang, Climb, Dash, Alternate Attack)
- Audio (Jump, Attacks, Impacts, Movement, Footsteps etc…)
- Enemies
- AI, Implemention, Abilities, Control Rigs, Animations, Audio etc….
- Main Character
- Implementation (Programming and Supporting)
- Traversal Systems (Platforming, Ledge Climbing)
- Combat Systems (Combo System, Animation Cancelling, Weapon Collision)
- Lock On System
- Animation Blending
- State Machine Systems
- Player and NPC abilities, behaviours and features.
- A Turret hazard (Track and Shoot at player)
- Creature Spawner
- Interactables
- Art
- Sword Model and Texture Work
- Weapon Trail Effects
- UX
- Haptic Feedback on actions such as falling, getting hit, running.
- Audio Feedback and sound design
- Project Management
- Task breakdowns
- Organization
- Timelines
- Delegation