I Created Engaging ways for the players to overcome obstacles and progress the missions they were in. Here they had to search for passcodes around the bank and input them into the master terminal. This allowed a team to work together should one player find the code and another could input it. It was also designed as to not exclude solo players.
Enemy Behavior was challenging but well executed. Using Behavior Trees and State Machines to determine logic and synchronize animations to give the immersion needed.
Working with all three to bring visual aids, clear objectives, and User Experience. Developing Materials, Models, and Volumes was some of the most fun I had. The objective of creating either "Realistic" looking models or "Stylistic" was a decision we had to make. We chose Stylistic and knew it would work well.
Animation was the toughest for me, but I was able to get what I wanted. Allowing Animations to complete before the next logic sequence fired; Interrupting an Animation if certain logic overrode the gameplay (Like a death animation); Blending Animations like walking while shooting along a certain Vector.
With a game that promised the ability to interact with the environment we needed a way to communicate to the player of what was interactable. While important to make things look good, the gameplay needs to be clear. Here you can see the objects on the shelf can be interacted with because of the overlay highlight.
Asset Acquisition was a challenge we worked on by buying packages with models and modeling ourselves in Softwares like Blender. Having them seamlessly work together in scenes is the real art as the design, function, and style must always be considered. Such as if a door is tall enough for your players or enemies.
One of the Many Effects in Goon Company. I worked with both Sprite and Mesh Particle Effects. The Physics is always determined by the design choices of the world. Efficiency and performance are critical with particles as it is easy to overload memory. Looking good, compelling, immersive, and impactful in scene during runtime are the challenges I overcame with Particle Effects.
We had style to consider and themes in the game. Each supervillain had a color palette and character to consider. The Frost Villain needed Icy Particles with mechanics that could freeze enemies. Plasma Villain needed Green Electric Energy and robots that could help with the bank heist. The Heroes were meant to be unstoppable, mechanically a moving hazard that the players moved around. As such, their models, animations, audio, etc. needed to be imposing and powerful.