SYNOPSIS:
Malediction is a 3D puzzle action game created in the Unreal Engine. Players play as Morgan, a sorcerer that has accidentally doomed the town with his magical cursed spells. Evil clones of Morgan run rampant around the city, and the city itself has come alive in strange ways. Players must use Morgan's powers of manipulating time and physics in order to regain back his true powers. Oh, I guess save the town too.
PROJECT BACKGROUND:
Malediction is a capstone project that I was apart of at Florida Interactive Entertainment Academy at University of Central Florida. A capstone project is a two semester long game development project where a multidisciplinary team of 17 developers work together to create a game. Developers face real challenges in learning to work together and adapting to pipelines created by the project leads. I feel so proud of this team because of how well we communicate and how comfortable we are in challenging each other's ideas in positive ways. I feel that we did a great job in merging our processes together and conquering any obstacles in our way.
RESPONSIBILITIES:
Technical Designer / gameplay & cinematic designer
Some tasks include:
• Implemented/designed core gameplay mechanics involving time dilation and movement in C++/BP
• Designed & created all cinematic cutscenes, smart camera systems, and the gameplay trailer
• Created tutorial systems and was a key player in mapping out player progression
• Designed challenging puzzle combat scenarios that required players to think outside the box
• Implemented/designed puzzles and other environmental interactions using blueprints
• Designed/implemented enemy mechanics that
involve time manipulation and physics in C++/BP
• Designed & added functionality to user-interfaces
• Through play-test data, made choices about how to enhance player experience
• Implemented audio triggers with macros in C++, and used blueprints in combination with FMOD to tastefully place audio in game moments by using my background in music performance
• Coordinated with audio designers to implement and troubleshoot audio bugs
• Assisted in direction/coordination of voice talent
• Implemented the Respawn and Checkpoint system using dynamic delegate macros in the back-end, and then I exposed the tool to be used in blueprints
• Implemented the time dilation bubble
• Collaborated with the level designers in design meetings to help design the levels and puzzles
• Designed ability interactions in the environment
• Implemented collisions in C++ and blueprints
• Implemented development commands for the build for testing