Now Museum Now You Don't is a 3D stealth game set in the future. The Curators is a 10 person team that worked 3 months on the project in Unreal Engine for Game Workshop for the Game Design program at UCF.
I was Technical Lead for this project
My main responsibilities were : co-coordinating development with the other leads, coordinating the animation implementation with the Art Team, coordinating the technical development with myself and Ryan McAllister, and fixing any build issues.
The main tasks I worked on were the AI and the animation implementation for the AI and main character,
I also helped with bug fixes and minor adjustments to the player character.
I was Technical Lead for this project
My main responsibilities were : co-coordinating development with the other leads, coordinating the animation implementation with the Art Team, coordinating the technical development with myself and Ryan McAllister, and fixing any build issues.
The main tasks I worked on were the AI and the animation implementation for the AI and main character,
I also helped with bug fixes and minor adjustments to the player character.
AI
I was entirely responsible for the AI. There were 3 different types of AI, AIGuard, Robot Guard and CyGuard. Each AI has character and controller blueprints and a blackboard and Behavior Tree. These elements plus a level wide navmesh allowed the AI pathing and detection to work.
This is an example of the AI Pathing in Level 1. This was used using an AIController and Behavior Trees. Each type of AI has separate controllers and behavior trees.
Part of the AI Character Blueprints. This part is how the guard targets link from the the Behavior Tree to the AI Character
AnimationThe main character animation was created with a State machine that would change animation depending on the input. The animation event graph would connect to the player character and check for the inputs and would relay that to the state machine.
This video shows the animation implemented into UE4. This shows the shoot, crouch, walk and hack animations and transitions between them.
This is the event graph for the player character. This reads any input done by the player and plays the correct animation.
This is the animation implementation of the CyGuardChar into UE4. The rig is imported, then the animations are imported. They are linked using the event graph and a state machine.
This is how the state machine knows how to go from Crouch Walking to CrouchIdle. If either the crouch or walk buttons are released, the animation will revert back to CrouchIdle.
The state machine graph. This shows the relationship between the different animation states. WalkIdle is a blendspace that changes depending on the speed of the character. The other states play when inputs are pressed.
MiscellaneousX-Ray Mechanic test that was cut due to time constraints. Dynamic Material Instance nodes were used to change the material when needed
Wall and Floor Material created for Vertical Slice milestone
Build/Animation Test for Vertical Slice
AI Test/Gun Test for Vertical Slice
I was responsible for building the game and fixing any build issues.
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