Overview:
For this project, I was lead engineer on a team project to develop a system in which the snow under the feet of the player and NPC would imprint when stepping upon it in Valkyrie Quest.
Specifications:
Behaviors:
- Through the use of virtual textures we are able to determine the order of the different textures to be applied, such as snow on top and dirt underneath.
- Using collision boxes to determine the hit locations for the player and NPCs that would cause imprints.
- Keeping track of all collisions upon the surface and distance down that the snow imprints.
- Allow for an interpolation variable modifiable by the design team, to allow the snow to build back up to it original height.
- Removing collision from array once the height achieves original height to reduce size of array.
We are proud of the final product.
The Awesome Team!
Angeling Cruz-Yen – Art Director & Environment Artist & VFX Artist
Val Ross – Creative Director & Character Artist
Joe Brace – Environment Artist & Lighting Artist
Oak Thaloengpong – Environment Artist
Ebony Bryant – Concept Artist & Character Artist
Elena Rasskazova – Rigger
Cody Johnson – Lead Animator
Blake Johnson – Animator
Josh Bechtol – Animator
Suzanna Jelsema – Composer/SFX
Lindy Plunkett – Technical Lead & Gameplay Programmer
Dustin Keplinger – Producer & Gameplay Designer & Gameplay Engineer
Quinn Beierle – AI Engineer & Gameplay Engineer & Gameplay Designer
Ted Sharygin– AI Engineer
James Doolittle – AI Programmer & Level Designer
Casey Rogers – Design Director & Level Designer
Nate Borger – UR & UX
Laurel Darling – Combat Desginer
Jaden Corrado – Level Designer