Responsibilities

  • As a Technical Designer, I prototyped, implemented and documented Interaction System, Scripted NarrativeEvents, AI Behaviour and Cinematics.

  • As a Scripter

    From storyboard development to iteration and implementation, I focused on crafting interactive scripted content within the level design. I developed custom tools to trigger and manage scripted World and cinematic events, aiming to seamlessly integrate narrative moments into gameplay. For the first level of our game, In collaboration with the Level Designer we designed an engaging narrative to hook the audience while introducing key mechanics through the tutorial.

  • As a Technical Level Designer I Iterated and documented with the Level designers on layout adjustments, data layer and loading management as well as QA Feedback integration. Implemented Level Ingredients, metrics and documentation for level artist and streamlined collaboration between the level design and art teams by establishing practical pipeline and documentation, supporting with modular kits, set-dressing iterations and Tools to speed up the Workflow.

  • Implemented a Technical Animation Pipeline using the Unreal Control Rig within our locomotion system. Setup and organisation of MoCap Shotlist and clean up of various cinematic animations.
  • In collaboration with the Production team on Jira Planings and Risk assemsent. documented systems and usage on Confluence

 

Background

In my second year at university, I pitched a game concept that came straight from my love for third-person action and stealth games.
The initial pitch received a very positive response from university staff. Originally envisioned as a futuristic solarpunk game, the faculty made a decision to shift the setting to 1600s Antwerp.

The shift to the 1600s setting introduced several challenges, including issues related to scope melee and ranged combat, as well as constraints in level design and gadget implementation. Despite these obstacles, our team has demonstrated adaptability and resilience, refining the scope and features to align with the setting.

 

 

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.

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