Procedural generation
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The first thing I've done on this project is to work on an infinite procedural level generator
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It's a tile based generation and on each tile there is 4 or 3 walls with a random shape and a random size
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When the count of the spawned reaches the number about 50 some hallucinations can appears
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After 30 seconds the light of the tile shutdown
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For the second level, the generation is again random, but the tiles are hand made by our Game Artist, they are just instantiated in a random order
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Look or die
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When the player are in light of sight and less than 5 meters to the enemy a post processing effect will be apply on the camera
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If they are in the center of the screen, the post processing effect will stop
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If the player don't look it for 5 seconds he dies
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If the player is behind a wall, the post processing effect will stop
Runner Phase
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​In the level 2 after 15 Tiles a difference with a trigger inside will be instantiated, if the player walk in the trigger a new entity will appear
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A sound is played and the Horde start to move, the player need to run
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The Horde will accelerate with the time
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If the player is reached by the Horde, a strong post processing effect will by apply
Random Animation
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Some entities randomly spawn with a random placement and animation
Optimization
The project was very heavy and there was a big performance problem due to the large size of the assets, light effects and post processing
That's how I have learned to use the LOD & Culling tools of UE4
Cinematics
One of my non programming favorite thing is in game cinematics and animations.
I have made a cinematic for each level in the game
Sound Design
I love Sound Design too, so I have hand made few sounds for this project