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 |
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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.
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.
Hard Light Vector - Boss Battle
Click Here to visit the steam page and download the game.