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I worked mostly on the player movement system and the bow mechanics. I had to figure out how character movement works in Unreal Engine and learn how to add animations and spent a lot of time trying things out to get the movement to feel good and the animations to look smooth. After a lot of back and forth, we ended up with movement that I think is really fun to play with and a character that looks great.

The Bow

I worked mostly on the player movement system and the bow mechanics. I had to figure out how character movement works in Unreal Engine and learn how to add animations and spent a lot of time trying things out to get the movement to feel good and the animations to look smooth. After a lot of back and forth, we ended up with movement that I think is really fun to play with and a character that looks great.

Character Movement

Echoes of the Void

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Try it out

Code

I implemented most of the VFX for the game, including effects like the recharge animation after using dash crystals and the grappling hand alignment. I also worked on syncing effects with animations and dynamically editing materials for better visuals.

VFX

For the grappling and auto-aim features, I developed a function to identify all targets within the player’s range and field of view. The system is also modular, allowing it to be seamlessly attached to any actor without requiring additional modifications. This streamlined implementation, particularly for the auto-aim functionality

Targeting

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