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
Featured on 80.lv
Combat QTE
Work in Progress System for Scripted interactive Events
- Branching Sequencer Animations based on Inputs
- Data Table driven
- QTE System with different Interactions and Sequencer Manipulation
- Useable for Dialogs, Scripted Events, Cutscenes
- Location in depend
Third Person Shooter
A small Prototype to integrate different Systems to function as a playable Shooter prototype to combine different gun plays, Camera and enemy encounter.
- 3rd Person Prototype based on ALS C++
- Weapon System Integration
- UI Integration
Wall running System
Actor Component for Wall Running on diverse angles and edge cases
- Corner inwards and outward running
- Distance Ledge Detection
- Near Ledge detection
- Time out and arching function
Python: Unreal to Blender Scene and Geometry Exporter
Designed for efficiency, this Python-based tool accelerates the geometry iteration process during the blockout stage and simplifies the import of scenes for set dressing and simulation setups in Blender.
- One-Click Import/Export: Quickly transfer multiple objects or entire scene elements from Unreal Engine to Blender and vice versa.
- Transformation Data: Ensures that position, rotation, and scale are accurately replicated in both environments.
- Custom Interface: A QT UI in Unreal Engine and Blender Panel simplifies the process, making it user-friendly and efficient.
- LODs and Collision Handling: Streamlined management of LODs and Collision Shape editing
- Material Management: Automated replacement and cleanup of materials upon import, ensuring consistency with Unreal's material setups.
Mission & Core Loop Design
For my personal third person action game I developed a comprehensive narrative and branching Mission Design with on boarding, engaging encounters and narrative beats.
This is part of my personal bigger Game Design Project which was used as a base for the Stealth Game Project at the University currently in development.