‘DDGame’ is a long term, high production value game project that I’ve been working on for a good bit. Using the powerful Unreal Engine has allowed us to aim high as a small team. This is my own, original concept, and I wear a lot of hats along with my team. My responsibilites include but are not limited to gameplay and systems programming, art direction, and shader development. These are some highlights of the project.
- Engine:
- Languages:
- Shaders and Visual:
- Pipeline:
- DCC:
- Middleware: n/a
- Skills Utilized: Animation blueprints, project management, art pipeline design, texturing, modelling.
Character, Camera and Controls are the three fundamental C’s of a game. Using animations from Epic’s Game Animation Sample Project, I developed a custom set of movements for our unnamed protagonist, who we internally call ‘Pup’. The following video covers the special features of this setup.
In DDGame, the core gameplay revolves around the ability to assume control of NPCs, presenting an interesting push/pull dynamic.
The player assumes the role of a ‘spectre’ and can transform from a typical humanoid to this special form. This is a multi-phase shader for the transformation, and blends between a complex, realistic human skin shader and a stylized ‘spectral’ shader.
Weather effects ground the player and other objects in the game world. We use a simple vertex displacement shader paired with perlin noise to make clothing flap convincingly in strong winds.
To assist the creation of natural objects like rocks and cliffs, the game uses triplanar projection, allowing us to use a variety of rock assets without having to worry about repetition. Triplanar projection also naturally adds moss to upward-facing surfaces.