Since June 2024, our dedicated team of developers has been working towards our goal of a late September 2025 release. We've seen many changes to our concept necessitating constant rapid prototyping. This effort was spearheaded by our lead designer, Isaac Messinger, and executed by both Hunter Walton and me. Our fantastic art team, led by my good friend Gabriel Buckner, has worked tirelessly to execute our vision of this detailed world.
Special thanks to Professor Cyril Guichard and Dean Nye Warburton for their constant support and insight.
Our Team:
Gabriel Buckner - Art Director / Character Artist
Charles Curtis - Prop Artist
Cameron Perry - Environment Artist
Jackson McEver - Environment Artist
Danny Lee - Environment Artist
Miles Whitaker - Game Designer
Isaac Messinger - Project lead / Designer
Hunter Walton - Co-Tech Lead: Animation
Me - Co-Tech Lead - Art/Pipeline
Cyril Guichard - Faculty Advisor
Collegiate Games Challenge 2025: Best Cinematic collegiategameschallenge.com/
SCAD Entelechy 2025: Best in show
This blog highlights tools and systems I created that highlight my skills in technical art and real time VFX.
I also worked heavily on game play scripting, UX design and optimization.
To manage the various views we use in our game, we created a system that allows level designers to quickly place volumes that define camera transitions/cuts, and control mode/orientation.
To quickly decorate levels with intricate chains I created a tool that lays out chain links in various patterns along a spline.
To populate our levels with interesting obstacles, a vine tool was made to quickly generate varied meshes using Houdini Engine. The system is loosely based on a tool from SideFX's Titan tutorial series.
Large area covered with Vine tools
Dense Vines in a gameplay area
Tool in Houdini
I created a dynamic water material that adds white water near overlapping meshes and complex variation to hide any tiling. I learned these techniques on Alexander Amaye's Stylized Water Shader in Unity blog post, adapting his Unity Shader Graph and HLSL approaches to Unreal Material Networks.
Unreal Material Network
Bridge Turning
Active Bridge
I created a system for navigating our 3rd level based around a magic bridge inspired by the Thor Bifrost and Dr Strange Portals from Marvel movies. Using parallax occlusion mapping to create '3D' portals and 3D math to make setup and functionality quick and consistent.
Parralax Occlusion mapped portal
Our breakable wall system is based on pre-rendered RBD simulations created in Houdini and exported to Unreal as FBXs'
Gameplay Shot
Effect Progression
Houdini RBD
Unlike the breakable wall, the pillar actor was created using Unreal's built in physics...
This event dispatcher is fired every time a piece of the pillar hits something else. After a set number of hits these componets' physics is disabled to control the cost of these blueprints.
Our main melee effects for both sword and upper enhanced combat were created using ribbon renderers parented to the player character and activated through anim notifies.
The dash effect was developed based on Starlord's dodge from Marvel Rivals, getting the pose of our character's skeletal mesh during the animation and spawning multiple instances to create after images.