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