The VERY HUNGRY CATERKILLER

LINK TO DOWNLOAD EXPERIENCE

Game Trailer

Team Project
Anthony Le, Cole Schantel, Isabella Olivieri, Hansen Han
I was responsible for all programming and contributed to modeling, surfacing, UI/UX, and sound design.

SOFTWARE USED:
Unreal Engine 5
Blender
Autodesk Maya
Adobe Substance Painter
Adobe Photoshop
Google Docs
Google Slides

December 2024
I spent a majority of this project coding all of the mechanics. I modeled the subway station and the subway train cars. This was a very difficult and heavily learning involved project as this was my first foray into Unreal Blueprinting, however I managed to develop it to a state where it can be considered complete and enjoyable.

I modeled and surfaced the majority of the environment shown in the picture

Early blocking out of the subway station

Concept art of the subway station created by Isabella Olivieri

Early integration of environment into unreal project

Model of the subway train interior created by me.

Concept art of the subway train interior created by Isabella Olivieri

This is what the subway train interior looks like in-game

PROGRAMMING

There are several core functions in the character blueprint that drive the game’s progression:

The majority of the game’s logic takes place within the character blueprint, the dialogue blueprint, and Itsy’s NPC actor blueprint.

  • Event triggers
  • Clue detection mechanics
  • Dialogue system and immersion
  • Gun mechanics

This is a node tree comprised of the logic behind the event triggers. When the player overlaps with an event trigger actor in the environment with a custom assigned gameplay tag, it will execute a string of code tied to that tag.

This is some of the core logic behind the dialogue, the majority of the dialogue functionality is written within Itsy’s NPC actor and the Dialogue Base blueprint.

The immersion refers to when the player has entered choice dialogue, and the camera is forced to focus on a particular subject.
There is also a non-intrusive dialogue where it will play dialogue without the need for choices and maintain regular gameplay input.

The gun was very straightforward, changing visibility of a light source and a muzzle flash image upon the player’s click input. If a line trace hits Itsy’s NPC actor then it will activate the bad ending and his death animation.

This is the graph of Itsy’s animation through the game. We decided to have Itsy’s animations be played sequentially in order to save time from having to figure out NPC pathing and non-root animations. This method allowed Itsy’s animation to be created as one single sequence and simply cut up the animation into several different sequences based on progression blocks. Idle animations and the death animation were layered additively on top of the frozen last frame of each animation.

If you would like to see more into the work of other members on the team:
Link to Documentation