Game Core Loops & Rational Game Design:
The game adheres to a mission-based structure, where the player operates in a hostile environment, securing objectives and eliminating high-value targets.
Collaborating with the Level Design Team, we established a high-level plan and Beat Chart for the level. Through world-building meetings, we cultivated a shared vision among the team, manifested atomic parameters, skills and high level plan for the world.
Interaction System
- Modular system design, adaptable for various interactables
- Animation implementation via data tables for flexible control
- Directable Hand-IK placement for scene-aware positioning using ControlRig
- 'Walk to Location' feature with a slowdown effect
- Motion Warping to enhance character transition
- Animations crafted in Cascadeur
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Narrative Cinematic and Scripted Level Events
From Storyboard, Iteration and Implementation
- Gameplay Transition into and out of the cinematic sequence
- Interactive Scripted Level Events with different stages
- System and Tech Design for AI, Cinematics and Events
- Narrative Hook for the Intro Level to get the Player right into action
- Close collaboration with the LD on planning, iteration and documenting
- Planning and organizing MoCap Shoot and Cinematic integration
- Short Timeframe of 3 Month
AI Scripted Events
Work in progress - Scriptable AI Task Prioritization System
A system in development for flexible prioritizing scripted tasks for AI design.
- BP - Trigger: Initiates a sequence of events by referencing the event module and the involved AI Actors.
- Actor Component - ScriptedEventHandler: An Actor Component that manages a prioritization list of events for each AI, executing tasks in order.
- BP - ScriptedEvent: Defines the type of scripted event. It has three modes:
- Patrol: Sets waypoints and wait times for AI patrolling routes.
- PatrolOnce: Same as Patrol but will stay at the last point till next event got fired.
- Play Animation: Directs AI to a location to perform an animation
- Dialogue: Plays a dialogue between multiple AIs
- AI are going to the defined Patrol Point Location
- waiting for the other before starting the dialogue sequence.
- Data-Table Setup for easy customization of Dialogue Lines and Animation, wait times and AI ID.
Scripted Sequencer Events
Prototype for Scripted interactive Events
- Branching Sequencer Animations - fail and success
- Smooth Player Transition into the Event
- Player feels in control till the QTE decision
- Natural transition and feeling of the QTE as the player jumps with space
Combat QTE
Work in Progress System for a QTE Combat System. As the project progresses we had to align scope especially for melee combat and opted for a QTE scripted Event. I developed a prototype for it with the following features:
- Data Table driven
- Branching Sequencer Animations
- Easy to animate and implement synced timelines
- QTE System with different Interactions and Sequencer Manipulation
- Useable for Dialogs, Scripted Events, Cutscenes
- Location independent
World Design & Set-dressing
For a first Ambient Setup I made a first Architecture and Lighting iteration on the main level taking over from a first blockout made by the Level Designer.
I bridged the gap and supported between Artists and Level Designer to establish a modular kit to streamline the process of the level creation.
Procedural VFX
A small exploration for procedural vfx pipelines. Creating a RBD in Houdini and automatically spawn dust and debris on top in Unreal 5 Niagara.
- I implemented a custom solver and wood fracturing system for art-directable box breaking.
- For efficient iterations, I integrated a PDG Network to preview various wedging parameters, with an output to a mosaic for side-by-side comparisons.
- On top I used KineFX and testing its ragdoll feature made this project even more fun
The vfx was for my concept of a goofy introduction for a heavy enemy type unaffected by environmental takedowns.