Unreal Engine 4
Puzzle - Adventure (solo)
October 2020 - 2021
3C DESIGN
SKILLS INVOLVED
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Game Design
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Visual Scripting
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UX Design
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Management
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Level Design
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Sign & Feedback
SOFTS I USED
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Unreal Engine
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Live Link Face
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Confluence
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Jira
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Perforce
CONTEXT
As a duo of siblings looking for their lost parents, take direct control of the game camera to capture and unveil what happens to those who wander in this mysterious world...
DEV PHILOSOPHY
We think of Live Adventure not only as a complete adventure-game experience, from engaging traversal to compelling puzzles, but also as a general study/reflection on Game Cameras and Character Control.
THE PROJECT
This game being based on an experimental Camera / Point of View (as we like to call it : "Second Person View") a lot of "standard features" acquired over the years in third to first person views have to be readapted or completely rethought from the ground up to meet our special needs.
The prime exemple of these design problems would be the place of vision, more precisely the search for a good sightline. The camera being a tangible object (and subject to gravity and other constraints), levels and features must be designed in a way as to promote and engage players to consciously think about their vision in prevision of their actions.
In short, features and reflexions that could be taken as granted in more "classical" adventure games thanks to the all-mighty-ness of their extradiegetic and intangible camera, are real starting points in our designs.
Player has NOT thought about his camera placement before going forward
Player has thought about his camera placement before going forward
MY ROLE
I worked on the Game Design, from Conceptualization to Documentation on Confluence to in-engine Tweaking.
Due to the experimental nature of the project, my challenge is not only to create a fun and compelling experience, but also lead and convey a larger reflexion on game cameras through our special controller.
I also developped a Motion Capture Pipeline via Visual Scripting in Unreal Engine to give extra weight to our "Play as an aspiring Film Director and his actress" intention.
MOTION CAPTURE PIPELINE
With the help of our talented Game Artists on rigging, skinning and overall creation of adapted blendshapes for our character's face, I integrated a Motion Capture pipeline to support our "Cameraman-Actress" relationship, at the heart of our Design Goals.
Thanks to Visual Scripting on Unreal Engine, the process can be easily repeated on other head models, facilitating iteration.
The tool-like structure that I implemented enabled anyone in the team to directly test out new models or even record their own performances/ animations.