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Bubble Blitz

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.

All the level designer has to do is place the volume where they want. Then place the respawn markers where they want. The code will automatically select the nearest point to respawn the player.

All the level designer has to do is place the volume where they want. Then place the respawn markers where they want. The code will automatically select the nearest point to respawn the player.

The code is also designed incase an enemy falls into the volume. In which case, depending on what the level designer has chosen, the volume will kill the enemy or respawn them at a nearby marker.

The code is also designed incase an enemy falls into the volume. In which case, depending on what the level designer has chosen, the volume will kill the enemy or respawn them at a nearby marker.

UI Showcase. All options have save functionality and will show their last value even when the UI is closed and reopened.

Main player UI

Main player UI

Pause menu UI

Pause menu UI

Options menu. All tab options are separate UI elements that are added in as children

Options menu. All tab options are separate UI elements that are added in as children

Screen tab

Screen tab

Graphics tab

Graphics tab

Audio tab. The sliders do work in-game

Audio tab. The sliders do work in-game

Controls tab

Controls tab

Niagara VFX Fire

Fire emitter settings
The emitter consists of 3 parts fire, smoke, and embers.

Fire emitter settings
The emitter consists of 3 parts fire, smoke, and embers.

Niagara VFX Bubbles

Bubble emitter settings
The particles spawn from the character mesh and differ based on mesh orientation, animation state, and velocity. Both when the player jumps and dashes use the same emitter.

Bubble emitter settings
The particles spawn from the character mesh and differ based on mesh orientation, animation state, and velocity. Both when the player jumps and dashes use the same emitter.

Separate emitter that is dropped when the player jumps. All of the smaller particles have collision applied and will realistically interact with level geometry. As well as spawning popping sounds upon particle death

Separate emitter that is dropped when the player jumps. All of the smaller particles have collision applied and will realistically interact with level geometry. As well as spawning popping sounds upon particle death

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