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
Project Coordination
Got nominated as the project coordinator to lead our team. Handled things like taking attendance, leading sprint plannings, and taking care of our knowledge base to keep everything relevant and updated.
Regularly checked on the other project coordinators along with an educator to keep them updated with the groups progress, moral and concerns.
It was a very fun and fullfilling experience which I definitely would want to take on again!
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 and that the blend value could be iterated per animation that's linked to their corresponding entity state.
Variations and Special Animations
Added more animation support for things like animation variations where you can change a specific animation to a special one that's currently linked to a state with an already cached one.
You can also decide how often certain animations will play based on the state. Example use cases are death animations depending on the cause of death, different idle animations, or maybe your player feels like dancing all of a sudden?
Audio
FMOD Implementation
Implemented core audio systems using FMOD, including listener for a 3rd person perspective.
Integrated animation-driven audio events to enhance game feel and responsiveness. Implemented a lot of custom dialogues that happens between NPCs as well as Environmental and Story motivation sounds.
Integrated animation-driven audio events to enhance game feel and responsiveness. Implemented a lot of custom dialogues that happens between NPCs as well as Environmental and Story motivation sounds.
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 3D for specific static or dynamic 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 as well as one music for each level but with the time constraint, I couldn't work on it. Ended up with music that has a high pass for main menu, remove the highpass through transition when you enter a level, and another music piece for the third level to match the huge clock ticking BPM in the background as a tiny attention to detail.