top of page

Exodus: Rising

2015 - 2020 (Junior)

Quick Project Details

- Planned release to retail

- Made using Unreal Engine 4 

- Programmed/Scripted using UE4 Blueprint but C++ where needed

My Roles

- Technical Designer

- Combat Designer

- Gameplay Programmer

Here's an overview of some of the work I've completed

All gameplay involving the player character was created by me. (This is an early build of the game, everything shown is therefore subject to change)

Key responsibilities:

- Design and implementation of multiplayer gameplay mechanics, UI and systems using UE4 Blueprint, Animation Blueprints, UMG and C++ where required.

- Working closely with other designers to prototype and execute design visions.

- Developing user-friendly tools and systems that allow sleeker workflows for other engine users.

- Working with animators, VFX Artists and sound designers to implement combat and other player character mechanics.

- Smooth Integration of plugins with current systems

- Management of builds and Steam Uploads

Overview:

I have been a part of Studio 14 for more than 4 years, I joined the studio when I was still at University, volunteering my time so I could better my skills whilst working on a live project. At that time I was the core technical designer focusing on just combat, since then my role has gotten much larger, taking on more and more responsibilities.

 

I have co-designed and scripted most of the player and RPG mechanics, implemented the UI designs and logic as well as author many of the various core systems.

Below is a closer a look at some examples:

 

Take a Closer Look

Combat - Sword & Shield

Overview

Here's a look at some unbroken sword & shield combat fighting one enemy type in a horde type scenario.

Combat - Great Hammer

Overview

Here's a look at some unbroken great hammer combat, fighting one enemy type in a horde type scenario.

Climbing

Overview

The climbing mechanic was designed and implemented by myself.

 

At the time of it's inception the game didn't having any kind of advanced world traversal, so I took a couple of days to prototype the idea and show the designers how it would help break up monotonous gameplay.

 

With a couple of different iterations and some close collaboration with the animation team here is the most recent version.

Loot System

Overview

I wanted the loot system to be accessible to anyone who knew the fundamentals of the engine, that way new containers could be added by anyone when needed. This frees up programmers needing to create new containers for set designers.

The use of Inheritance was imperative for this system because the potential volume of unique loot actors means an easier time when (inevitably) logic need updating in the system.

Weapon Trace system

Overview

This system actually uses a plugin from the Epic marketplace. I was tasked with incorporating it into the combat and setting it up for future additions (e.g weapon skills).

In order for me to properly future-proof the system I needed to know how it worked, which meant taking it apart and examining it to better understand it. The hardest part of using code created by someone else is getting to grips with their thought process, however the payoff for taking a bit longer to understand is huge as it saves you a lot of time in the long-run.

bottom of page