About

Rapture is a horror themed top-down action platformer, created quickly to pitch and try and get funded. It takes inspiration from platformers like Inside and Limbo. It leverages particle systems to create interesting enemy hoards, and while a prototype has fun and engaging fundamentals.

Project Info

Role: Gameplay Programmer

Team Size: 6

Time Frame: 5 Months

Engine: Unreal Engine 4

Overview

I worked on both the design and implementation of many features in rapture. These included the character movement, vehicle movement, AI logic, and level building tools.

The character movement used fully customized controllers to handle smooth movement, as well as a mantling system that was robust enough to handle any level design given while feeling good. As well as a camera system that allowed for hand tailored framing as well as classic following logic.

Vehicle movement included a car controller that leveraged a custom spring system to create a interesting suspension system, as well as custom force based movement that created a purposely floaty movement.

AI logic I am particularly most proud of, the base logic of the enemies includes a “hive mind” controller that handles navigation and grouping logic, and leverages Unreal’s skeletal mesh particles to create an impressive hoard enemy. Using particles not only allowed for a larger amount of enemies but also allowed us to speed up our collision logic and speed up the performance of the game overall.

Lastly I build a few level editing tools to help speed up level design. These tools include a spline based city building tool which could procedurally build apartment like city buildings along splines, and spline based road building tool that seamlessly blended road meshes together. I also developed environment items that added to the feeling of the game the most notable of these is the destructible environment pieces.