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Light Temple

I took care of all the programming of the game, a prototype of about fifteen minutes.

I took care of the animation of the character in UE4 (Integration of animations of various sources, animation blueprint, animation blending, cutting of poses in an animation sequence to produce AimOffset and Blendspaces, Virtual Bones for weapon's animations).
Linked to that, blueprints modifying the player's controllers and related animations (modification of the speed of movement depending on the slope, tilt / orientation of the character depending on the direction and speed of the race)

Beside that, animations of objects or materials / shaders depending on the gameplay and tools to set up the level design quickly (doors / platforms / cube emissive).

The animations come from the Epic content and some of the marketplace
The environment was made by
Lena Loth: https://www.artstation.com/dulours
& Elisa Knopp: https://www.artstation.com/kelis

Screenshot in game

Screenshot in game

Movement with weapon Blendspace 2D

Movement with weapon Blendspace 2D

Aiming Blendspace for upper body movement that will be mixed later with another blendspace for the lower body

Aiming Blendspace for upper body movement that will be mixed later with another blendspace for the lower body

Shot visualization (muzzle flash, projectile, sparks at collision position) and basic dissolution shader during destruction

Shot visualization (muzzle flash, projectile, sparks at collision position) and basic dissolution shader during destruction

Climbing system with raycast which deals with the detection of the edges and automatic rotation of the player with his animations

Climbing system with raycast which deals with the detection of the edges and automatic rotation of the player with his animations

Dissolution material used for the destruction of certain elements of the game

Dissolution material used for the destruction of certain elements of the game

Objects with tweakable emissive texture maps with a material for game-specific gameplay

Objects with tweakable emissive texture maps with a material for game-specific gameplay

Tool in blueprint to help set up the level design for certain phases of platforms

Tool in blueprint to help set up the level design for certain phases of platforms