Song of the Wind

system / Technical desigN
UNREAL ENGINE 4 

OVERVIEW

THIS WAS A 7 WEEK TEAM PROJECT DONE AT FUTUREGAMES.

 

THIS IS A PUZZLE PLATFORMER. I WAS INCHARGE OF THE SYSTEM DESIGN AND TECHNICAL DESIGN. I PERFORMED THE JOB OF BEING A BRIDGE BETWEEN THE PROGRAMMERS AND THE DESIGNERS.

 

PROTOTYPING

 

 

 

 

Created multiple prototypes to materialize ideas for my Level Designers & help Programmers create the base logic:
 

  1. Universal Puzzle Unlocker
     
  2. AI Bot that followed the player.
     
  3. Dialogue system that was connected to the AI Bot & its movement.
     
  4. Spline based Tutorial Bot.
     
  5. Waterfall system including the VFX.
     
  6. Teleporter system.
     
  7. New camera method for interactions.
     
  8. Base system to propel the player in the air.
     
  9. Zipline prototype.
     

TECHNICAL DESIGN

 

I created and implemented the following things in the game:

 

 

 

1. A base for the Flight System

 

Velocity based method and tweaked the gravity to propel the player

 

 

 

2. Respawn system

 

Super efficient method that just teleports the player instead of respawning him.

 

 

 

3. Killzone system

 

Disables the player mesh and movement for a small delay and teleports the player back to his checkpoint making it super efficient on the system.

 

 

 

4. Vertically opening door

 

Timeline based vertical opening door.

 

 

 

5. Horizontally opening door

 

Timeline based horizontal opening door.

 

 

 

6. Moving blocks system

 

Timeline based system that moves the player and the static mesh.

 

 

 

7. Base for efficient culling method for art assets

 

Size based culling for the huge island masses in the game to make the game perform better.

 

 

 

8. Platforming blocks that disappear on stepping

 

 State Machine Based system (Implemented by my programmers) that disables the collision and static mesh.

 

 

 

9. Created and Implemented a Level Transition System

 

Load Level Node System to Transition the levels.

 

 

 

10. Optimized the performance of the Final Product

 

Collaborated with my Level Artist to balance the Shadows and Assets Sizes.

 

 

 

11. End game triggers

 

A simple box trigger to transition into the end game.

 

 

 

12. Loading Screen System

 

Widget Loader & Unloader to create an illusion of a loading screen.

 

 

 

13. Objective system for the door unlock mechanism

 

Used a combination of Interfaces & Bool Checks combined with floats to set a requirement to unlock a door.