Welcome to my portfolio, you'll find my best projects!
I am looking for a position where I can combine my technical skills and my game design knowledge in a team project.
Looking for mainly a Technical Design opportunity, I also have a generalist profile: I like to touch to everything in game development.
Team Size: 35 ⏱️ 2 weeks 🎭 Engineer
Game Jam in collaboration with many people around the world. Not having the same Time Zone was a challenge in order to not break the working flow.
In this game, you play as Alaric the Spiritrender, a monster hunter tracking supernatural entities across Kelonia. You investigate the swamps of Darkmoor, gathering clues to identify the spirit you're hunting.
Managing your sanity is crucial, spending too long in the dark can make you vulnerable to being hunter. If that happens, you must evade or hide to survive.
Once you've collected enough evidence, you must identify the spirit in your journal. Guess wrong, and face serious consequences.
I was recruited for my expertise in Unreal Engine 4 and HTML5, with a focus on delivering high-performance experiences optimized for web platforms.
Based on the AI Behaviour made by the Game Designer, I had to create the Monsters AI: "Mini" and "Main" Monsters.
To make the behaviour tree easier to read and functional the way needed, I've created custom task (Patrol, Roaming), services (Check Ranges) and conditions (Check Player's Conditions).
In a Gym Level, I've set up the Navigation Mesh and the Navigation Filters, to creates Safe Zone and Hiding Spot Volumes for the Player.
It was also used to test the AI behaviours.
I've created two actor for the Level Designer: Monster Spawner and the AI Patrol Path:
I've setup a Dynamic Light Manager, that automatically attach to any light source in the level a Sphere Collision, that notify is the player is in the Dark or Not.
This is used by the Sanity System.
The Sphere Collision takes the Light Attenuation Range value as radius.
The Sanity System is attached to the player, and is used by Game Designer & Other Programmer to define the Sanity Variables of the Player, and contains every Operation, and Function needed for the Gameplay.
The System:
Example: While being in the dark, the player will loose 1 Sanity Point Every 20s (0.05 Points per Seconds)
I've been working with the Animator to create an End Game sequence when the Main Monster hits the player.
When the monster hits the Player, the sequence is created at the Player Location, by moving the root of the Sequence Data to play it as intended.