FINDERS KEEPERS

FINDERS KEEPERS

Synopsis
Play as a master thief contracted to infilitrate the king's keep. Snatch powerful arcane crystals, enabling you to perform acrobatic traversal, evade the watchers, and steal the priceless heirloom.
Genre: 3rd Person Precision Platformer
Reference Game: Pseudoregalia
Engine: C++/Custom Engine
Team Size: 20 
CONTRIBUTIONS
Animation Implementations
Implemented a state-driven animation system that supports all entities in game specifically the player with its controller component but also the enemies with their behaviour tree. Made sure blending in between animations was implemented properly per animation linked to their corresponding state.
Variations and Special Animations
Also added support for things like animation variations where you can decide how often certain animations will play per state. Example use cases are death animations depending on the cause of death and different idle animations. 
Audio
FMOD Implementation
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Dialogues and Audio Triggers
Implemented an audio trigger component that can be assigned to trigger boxes that could trigger assigned corresponding sound events which could be 2D or specific game objects. 
Useful for things like story motivation, conversations between npcs and so on. 
Music & SFX
Because our game is heist based, I decided to go with a jazzy sneaky feel as the main character would snoop around the keep's guards. I wanted to make a chase music sequence for when an enemy is chasing you but with the time constraint, I couldn't work on it. 
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