I handled blueprinting (player respawners, enemy spawners, checkpoints, UI), VFX (fire and bubble particles), and precomputed destruction elements for the project.
CREDITS
Project Manager, Level Designer, Technical Gameplay Designer - Adam Sparks
Technical Animator, Rigger - Dorothy Abuan
Gameplay and Level Designer - Kyle Masuno
Character Modeler, Artist, Writer, Rigger - Lizya-Beth Du Plessis
Audio Engineer, Trailer and Intro Cinematic Music Composer - Slava "Miroslav" Serebrennikov
Gameplay Engineer and VFX Artist - Sasank "Rocket" Seelam
UI, Texture, VFX, Concept Artist, Trailer & Intro Cinematic Editor - Yunha Kim
Main game trailer
Early showcase of the player respawn blueprint. The goal for me was ease of use for the level designer.
UI Showcase. All options have save functionality and will show their last value even when the UI is closed and reopened.
Niagara VFX Fire
Niagara VFX Bubbles
Showcase of precomputed destruction
The system is set up within sequencer and allows for the player to interrupt the destruction part way through and have it play the opposite direction on demand
Sim turnaround
Sequencer track