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CHARACTER CONTROLLER
DASH:
In a fast paced shooter with aggressive enemies, our main character needed a reliable way to avoid danger. The dash was developed with inspiration from various dodge rolls and Tracer's blink in Overwatch.
The goal with designing this dash was to maintain the flow of combat and minimize instances where the dash acts in ways the player feels incorrect. To do this, the dash will course correct in certain instances to maintain a full dash distance where possible.

An example of this includes dashing at an angle into a wall. Although the dash in theory should stop when hitting a wall, abruptly stopping short of the total distance left players feeling unsatisfied. By calculating the dash direction and wall angle, the dash is redirected to parallel the wall when the angle is low enough. This gives a controlled sliding action that is predictable and consistent.
The same can be said for ramps going both up and down. Instead of dashing forward into the air when going down a ramp, the dash will keep the player locked to the incline and adjust as that angle changes to ensure the player always has control of their movement.
UPDRAFT:
CHROMA is a difficult game by nature and we wanted to give our players some breathing room. The updraft is that saving grace. Updraft causes Nadia to become invulnerable for a second before blasting into the air, knocking back all enemies around her launch point.
This break in the action gives the player a moment to assess what is going on around them and gives a birds eye view of the area below. With this new view, we hope players will recognize high grounds and their utility.
PRISM (Final Boss)
PRISM is the A.I. mastermind behind CHROMACELL Industries and is the final boss of CHROMA.
I was tasked with all implementation and creation(technically) of PRISM's character, Cinematics and all functionality seen from PRISM's intro cinematic to the end credits.

BOSS INTRO
BOSS OUTRO
ATTACKS
Designed and implemented 5 Laser attack variations.
CINEMATICS
Designed and implemented unique intro sequences for each of the 5 CHROMA levels.
HANGAR INTRO
SHIPPING ROOM INTRO
FORGE INTRO
GENERATOR ROOM INTRO
GENERATOR ROOM INTRO
Designed and implemented dynamic celebration sequence system.
- Allows for random selection of different celebration sequences.
- Level Designers can directly place locations in level for where sequence should occur.
- Includes slomo view of last enemy before blending into sequence.
BLASTER GUN SPIN
CAPOEIRA FLIP
TWIRL
SIDE FLIP
Tools:

- Unreal Engine 5
- C++
- Gameplay Ability System
- Blueprint Visual Scripting
- Perforce Version Control
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