Pirate Battle Arena
Jul 2015 - Feb 2016
Overview
An Unreal Engine 4 game prototype & proof of concept. Players would play as a pirate ship in a sea-based battle arena.
Keywords: Unreal Engine 4, C++, Ragdoll Physics, Microsoft Visual Studio, Amazon Web Services, OOP, WWise, Jenkins, Flocking AI, Component Architecture
Tasks
- Implemented flocking behaviors for sea life.
- Added obstacle avoidance to enemy AI & sea life.
- Created multi-actor state-based boss AI that would iterate through stages based on health, becoming more violent.
- Worked with blending between animations & ragdoll physics.
- Added GPU accelerated particles that would iterate through bones in a skeletal mesh for spawning.
- Communicated with artists, designers, & programmers to meet deadlines.
Technologies Used
- Unreal Engine 4
- Microsoft Visual Studio 2013
- Perforce
- Amazon Web Services
- WWise
- Jenkins