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 a project.
2nd Year School Project
One of the second year project was to build a game prototype with modular asset, we were 4 Game Designers on this project, I was in charge of the gameplay programming but had to do the 3D modular building part to make the project progress.
I'll focus on the Quick Time Event Tool I've made for this project, allowing for the designer to creates event anywhere in a premade sequence, setting which key to press and the duration of that event.
I've made the character and the sequence using Character Creator 4 and iClone8.
Benefit: It's a modular tools that integrate fast with cinematic & gameplay sequences.
The designer must put the "QTE" actor in the world he wants it and target the sequence associated to this.
The QTE actor has a box area that will detect when the player enter, and launch the Sequence that hold the QTE.
Inside the Sequencer Editor, the designers can create an event trigger at any frame to start a Quick Time Event.
When an Event Trigger is created, inside its properties the designer can edit the QTE settings:
A non-exposed setting is a bool that define if the key to press is random or not, then all the Payload settings related to the Key become silents.
When the player enters the collision box, the following actions happens:
A Quick Time Event is reached in the sequence:
If all the Quick Time Event are successfully passed, the sequence is considered as complete and launch any function we want, in the current example it opens a door.
I haven't explored the following option but with minor tweak, the QTE actor can be used to create run time events without sequence, just by slowing down the global time dilatation and using the same UMG setup.