Role: Engineer and Designer
Time Spent: 8 months
Engine: Unreal Engine 4
Language: C++
The Time Travel Mechanic:
In addition to contributing to the rewinding of the player character, I was in charge of making sure everything else (physics objects, doors, puzzle elements, etc.) rewind with time and play back deterministically.
The Player Character:
I contributed to the time travel of the player character. I added the system for picking up, aiming, and throwing objects. I created the camera which follows the player and "swoops in" when zooming. This was done by creating a spline that would determine the general shape of the camera's zoom path.
I also created a sort of inventory system that would allow the player character to hold multiple objects and cycle between which one is actively being held. This was scrapped because it wasn't necessary for level completion and we did not have the UI assets to communicate which object was being actively held to the player.
The Levels:
I added functionality to all of the levels in Chronoraptor. A teammate would box out the levels while I would get them to a playable state. I worked on many of the elements that made up a level (switches, key cards, lasers, etc.) and created a logic gate system to aid in the development of levels.
I was part of Chronoraptor's level design team and designed some levels and contributed to the design of all levels. Because I was intimately familiar with how the time travel mechanic worked from my time spent engineering it, I found that I was helpful in creating puzzles would require it. Apart from just the design of the levels, I also helped to construct some levels as well.
Other Contributions:
I added the game's fail-state and win-state, the camera, object carrying/throwing, aiming throws, parts of the UI, added appropriate collision boxes to many objects, etc. Generally, I had my hands in a little bit of everything.