Technical Specifications:
- Development time: Fall 2018 – (WIP)
- Unreal Engine 4.20.3 (C++ base classes + Blueprints)
- PC
- Published Platform: Steam
What I Did:
- Boss enemy AI behavior design and behavior trees implementation.
- Boss animation blueprint, inverse-kinematic animation.
- Boss animation blending between different skeletal components.
- AI pathing/behavior tool. Custom actors for designers to prototype and test boss movement and attack behavior quickly.
- Console debug commands. Including boss attack testing, multiple phases behavior tree switching, and player god mode.
- In-game cinematics with Unreal sequencer.
- Steam SDK integration (online subsystem and achievements).
- Game publication through SteamPipe.
Meet the Team!
Design and Production:
Utkarsh Agrawal – Producer
Benjamin Barker – Narrative/Environment Designer
Nathan Scott – Narrative/Level Designer
Michael Breese – AI System Designer
Engineering:
Cheng-Hao “Nick” Chu (me) – AI Gameplay / Tools Engineer
Shantanu Pandey – Gameplay Ability Engineer
Varun Suravarapu –Character Gameplay Engineer
Sean Boland – Environment/Gameplay Engineer
Mukul Kakroo – Environment Gameplay Engineer
Shantanu Mane– Gameplay/UI Engineer
Art:
Miguel Espinosa-Calderon – Concept Artist / Boss Design
Sarah Soller – Concept Artist / Character Design
Chris Cheung – Environment Concept Artist
Hongming Tong – Environment Artist
Deblin Sarkar – 3D Character Artist
Technical Art:
Patrick Benson-Kingsland – Character Technical Artist / Animator
Christopher Daughterty – VFX/Environment Technical Artist
Darren Flowers – 3D Modeling Artist
Audio:
Clay Westing – Audio Designer
Zachary Hardy – Gameplay Audio Engineer
Anita Lin – Composer