O.S.T
Project Specifics
Context: TGA project #4 (top down adventure)
Reference game: Tunic
Time: 7 Weeks (half-time)
Team size: 15 People
Engine: TGE (TGA’s engine)
My Contributions
- Raycast based collision system
- TGE animated model wrapper
- Screw pickup cutscene
- Gates and levers
- Level design pipeline (colliders and tiles)
- Mousehole teleporter
- Breakable walls
Trailer
Gameplay
Personal Highlights
Collision System and Unity Pipeline
I built upon my raycast based collisionmanager from A Royal Order, upgrading it to include a walkable 3D grid.
I had to come up with a good way for our level designers to place this grid in Unity as well as translating it to our game. I also rewrote the unity exporter to better approximate the translation from unity OOBBs to our AABBs.
In the video, I multiply our dash speed by 100 000, effectively teleporting me in the direction of the dash, Yet my collision system keeps the player from phasing through walls.
Camera Cutscene
I created the camera work and sequencing in this in-game cutscene, I think it turned out pretty good 🙂
Interactable Objects
I implemented mouse hole teleporters with a scripted sequence going from entering the mouse hole, interpolating the camera and then exiting the other side.
I also implemented breakable walls as well as levers that connect with gates.
Our level designers could connect gates to each other, as well as levers to gates through Unity.
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.