Grim  The  Gargoyle  King

As a gargoyle brought to life, embark on a crystal hunt. Charge through the shattered castle and find enough supporters to become king.

Project Info

Team Size: 17

Duration: 14 Weeks (In development)

Engine: BGGE (Custom Engine)

Genre: Third Person Collectathon Platformer

Contributions

Dynamic Camera Controller

Why?

To navigate in a complex 3D environment without feeling constrained by the fixed camera present in our previous games I developed a dynamic camera controller akin to the spring arm from unreal.

Features

  • Automatically adjusts to avoid camera abstraction

  • Seamlessly adjust offsets, FOV and rotation to enhance player experience

  • Smooth transitions to and from cinematic camera


Cinematic Camera

Why?

To enable for smooth camera transitions and cinematic camera movement I implemented splines and a complementing editor to create custom camera paths.


Animation

Why?

As the player character had the ability to attack from multiple different states animation layers were implemented to avoid creating animations for all possible scenarios. Adding layers also required blending back to the base layer as the animation concluded to avoid it snapping back after completion.


Visual Scripting

Why?

Enabling our level designers to be creative and fulfill their vision, I implemented visual scripting. I also developed requested nodes, striking a balance between modularity and complexity while keeping the users ability in mind.