Blackout
As a night shift guard at a containment facility, run to escape the horror chasing you
Genre: First Person Horror
Engine: Our own engine, Memory Leek
Development time: 9 weeks half-time
Team: Friendly Pyre, 16 second year students at The Game Assembly
Contributions:
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Player character: I worked with the first person camera, player movement, field of view changes when running, directional animations, damage, healing and death.
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Enemy: The enemy moves along two splines throughout the game. I contributed with the enemy creation, movement and its damage to the player. I also added the possibility to set which spline the enemy was moving on and start the movement to our script system.
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Technical Artist pipeline and particle system: I kept working with the technical artists making sure their shaders were working properly in-game and receiving the game variables they needed, such as the enemy shader and player damage UI shader. I improved our particle system adding the functionality they required, such as randomness to particle lifetime, speed and size, and spawning particles inside a box or sphere and not just from a point, among other small improvements. I also worked on loading the particle emitters from the level file and adding the possibility to start and stop them in our scripting system.
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Event triggers and end game: Lastly, I made sure the event trigger boxes placed by our level designers correctly ran the scripts we created. I then added the end game event and transition.