Shantanu Pandey
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Hard Light Vector -Trailer
Title: Hard Light Vector 
Team: Actually a Game Company

PUBLISHED ON STEAM
​
Credits
Nathan Scott - Creative Director | Player | Level Designer
Benjamin Barker - Environment | Level Designer
Utkarsh Agrawal - Program Manager
Michael Breese - Systems Designer
Mukul Kakroo - Gameplay | Environment Engineer
Tony Tong - Prop Artist
Chak Long "Chris" Cheung - 3D Artist (Environment)
Sean Boland - Gameplay | Systems Engineer (Riven & Environment)
Lynn Hardy - System Engineer (Riven) | Audio Engineer
Clayton Westing - Sound Designer | Composer | Audio Implementer
Miguel Espinosa - Concept Artist (Riven& Environment)
Darren Flowers - 3D Artist (Riven) | Lighting
Shantanu Pandey - Gameplay | Systems Engineer (Riven)
Chris Daugherty - VFX | Tools | Shader Technical Artist
Patrick-Benson Kingsland - Technical Animator | Shader Artist
Deblin Sarkar - 3D Artist
Varun Suravarapu - UI | Gameplay Engineer (Player)
Cheng-Hao "Nick" Chu - AI | Gameplay Engineer (Riven &Player)
Sarah Soller - Concept Artist (Player & Environment)
Shantanu Mane - UI | Gameplay Engineer (Player)
Anita Lin - Music | SFX
Jenny Jackson - Marketing | Communications
Jacob Nielsen - Pre-Production Consultant


Development Time: August 2018 - Present (Out on Steam)
Development Environment: Unreal 4.30.3
​
This is a two semester long student thesis game in development since Fall 2018. To summarize the gameplay in a nutshell, the player traverses through an alien environment avoiding various threats throughout. The journey culminates in an epic boss battle.
To follow our development journey more closely, please visit 
https://actuallyagamecompany.weebly.com/

What am I doing

From the start of this project, I have been involved in the riven (that's what we call our final boss) engineering. We prototyped and tested various attacked before going with the final attacks which are in the game. To make the design more modular and extensible for future iterations, the riven is made as a combination of various skeletons for various body parts. Each ability is engineered as its own actor component so it is easier to mix and match the riven with various abilities and components. My major work include the following:

 
1.  Component based riven architecture
                                    Instead of a single skeleton, our final boss (riven) is made in a lego-like way using various components (body parts). Each component has its own skeleton and animation blueprint. The various components are parented to the hip of the riven.


2. Components Animations
                                   Each component has its own animation blueprint, state machines and montages. These animation are are played over the riven animation blueprint and physics simulation is used to give them more natural look and feel.


3. Riven Setup and Weak-Points
                                    I worked on the setting up the riven in the main level. I created a system where designers can go in editor and add the weak-points to the riven. A generalized system was created where designer can specify the body part where they want to attach the weak points; and setup the position, rotation and scale of weak points. Riven's health is dependent on the weak points. Designers can specify how many weak point player has to break to kill the riven. 

4. Attacks of Various Components
                                  Of all the attacks in the current version of the game, I worked on the Jericho Missiles (Arm Attack #1), Homing Missiles (Arm Attack #2), Wrecking Ball Attack (Arm Attack #3) and Bubble Attack (Head Attack).
Jericho Missile - AOE Attack - Riven shoots a flurry of missiles at the player location.
Homing Missile - Riven shoots 'n' small missile one by by that track the player untill they explode.
Wrecking Ball - Riven throws a big wrecking ball at the player location. Player can ride this wrecking ball for quick                                                  traversal.
Bubble Attack - Riven shoots a slow floating bubble that follows the player. Player is slowed down if hit by the bubble.

Below GIFs show some of the development screenshots of attack prototypes, glitches etc.
Final boss battle in the game can be seen in the video below.
Picture
The Origin of Jericho Missiles - First Trial
Picture
Jericho Missiles - First trial in Boss
Picture
Its Coming together - First Time When I got the Trajectory of Jericho Feel Good
Picture
When Jericho Glitched Out
Picture
Jericho - Almost Ready
Picture
Testing Something Different with Jericho Splits
Picture
First Prototype of Catching and Throwing Projectile, Before we had Dagger
Picture
Throwing and Sticking projectiles to Traverse the Environment
Picture
It's so Tiny - First Test of Wrecking Ball
Picture
Javelin Attack - It didn't make it
Picture
Small Javelin Attack
Hard Light Vector - Boss Battle
Click Here to visit the steam page and download the game.

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Visit Hard Light Vector
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Git Hub
  • Projects
    • Hard Light Vector
    • Memory Manager
    • Samurai Crusader
    • Dyslexia VR
    • Geriatric Depression Suite
  • Prototypes
    • Game Mechanics
    • Diana's Inferno
    • MakeUp & BreakUp
    • 10Pest
    • Ninja Pinball
  • Blogs
    • Sic Parvis Magna
    • Game Engineering - Week 1
    • Game Engineering - Week 2
    • Game Engineering - Week 3
    • Game Engineering - Week 4
    • Game Engineering - Week 5
    • Game Engineering - Week 6
    • Game Engineering - Week 7
    • Game Engineering - Week 8
    • Game Engineering - Week 9
    • Engine Feature - Audio Subsystem
    • Final Project - GameEngineering III
    • AI Movement Algorithms
    • Pathfinding Algortihms
    • Decision Makiing
  • About