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Projects

Waves of Sorrow

Overview

Genre :

First person platformer

Development Time :

1 year, half-time

Engine :

Unreal engine 4

Restrictions :

No programmers

Team :

8 Game designers
3 Artists

Download link :

For this project we had no programmers, therefore I quickly had to take on a lot of the technical aspects of the production. I ended up programming and designing everything that didn't relate directly to the controller, including but not limited to the LDOs, the game loop, the architecture of the game and I managed the perforce.

In this page, you'll be able to see some of the game elements I created and my process to do so.

You'll find in order :

Modular Rising Water System

RisingWater

This is one of the first systems I designed. The first designs for the game included the possibility for water to fill a room and to make it as easy as possible for the level designers to experiment and try different designs I decided to make the system as modular as possible.

The water first climbs to the entrance, then fills the room before continuing to go up.

To achieve this, we use two triggers and a few planes. The central plane stops when hitting the first trigger while the rest keeps going up. When one of the other ones hits the other trigger they stop and activate the interior plane to catch up. Once that last plane hits the second trigger, they all keep going up in unisson.

The blueprint for this ended up being very compact by using almost exclusively logic statements, making for an optimised and efficient tool.

Infinite Path

Infinite Path

The artists created a VFX for a path that appears in front of the player. Using this I created an infinite path for an open area of the game on demand of the level designers.

It uses nine platforms arranged in a square that rearrange themselves everytime the player advances so that he stays in the middle.

Moving Platforms

Moving Platform
MovingPlatform_03Compressed.gif

These platforms rise from the water then move for a set duration along a path and finally fall under the water.

These objects were created as the result of a long back and forth with the level designers as to make the tools easy to use for them and reach the desired experience for the player.

This is an overview of the main part of the blueprint

The platforms move along a spline and the entire rise and fall sequence at the beginning and end of the spline is handled in blueprint.

Balancing Tool

BalancingTool

I created this tool to make it easier to balance the games components by having all the variables handled into an excel and then imported in Unreal.

This made it much faster to try out different set ups by just sending the excel instead of having to commit and pull changes.

To make it work, I had to quickly learn and write some C++.

Balancing Tool

ToolGuide

Tool guide

I wrote this document to explain how to use an important tool I created for the game
.
It was written to be readable and understandable by all the team.

Slide1.JPG

+33 6 44 18 34 07

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