Fight through a city built by flesh and made of blood. Rip organs from the church's followers and make sure than no one else is able to suffer the life of a flesh machine.

In collaboration with Dhaval Rajkumar, Noor Romans, and Jolyne Aluko.

download on itch.io




ANIMATION AND TECH ART



      COMBAT ANIMATIONS


The combat animations have a focus on making sure they are readable, while still having a sufficient level of weight to give impact to the motions. I take each of the weapon models (created by Noor Romans) and rig, weight paint, and animate them.



The animations in-engine are implimented through a shared animation blueprint, used for every different type of weapon state. This allows for a much easier workflow for getting those animations directly from Maya into the Unity engine, where I just have to make the clips, export them, and then slot them into their respective slot:





TECH ART


When orginally making the rigs to bring the organs to life, I used a Maya plugged called Advanced Skeleton- though, down the line, found that it gave me limited control, and ending up switching to making the rigs myself.

I also make edits to the rigs, such as adding aditional blendshape controls (see gif) in order to add an additional layer of control.




SYSTEM DESIGN & PROGRAMMING



The systems for the game are created all independantly of one another, allowing for easy iterating and possible bug-fixing when those arise. They communicate to each other through Unity’s built-in events, and keep them decoupled for clean adding and changing of features.

Working on the design and programming in the game, done with Dhaval Rajkumar, was really helpful for figuring out how to efficiently build an expansive, large-scale game!


WEAPON SYSTEMS



The weapon system in the game is done with two different systems working together: one system handling the inventory, and one handling the weapon behaviors themselves.

The weapon behaviors are isolated inside a state manager, with each different state being a different weapon. They each contain shared attack, ability, equip, unequip, and many other shared functions, allowing for easy and quick designing and iteration that doesn’t need tedious back and forth to work.