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Engine

On Echoes, I was responsible for a number of tasks in the Unity engine, mostly those relevant to the animation of the game. This involved setting up the controls and player action, creating AI, and importing the animation and characters into the engine efficiently.

As a smaller project, Mongols vs Ogres had a relatively constrained scope. We set out to develop our knowledge of working for UDK by modding the existing Unreal Tournament III data with our own characters, weapons, and environments. My role was in character setup; I imported the characters to the engine and set them up ready for gameplay.

One of the most important responsibilities I had on the Echoes project was to set up the action and control of the Player Character. This meant setting up the movement and animations for the character. 



The animation team produced a huge amount of animation for the character, giving me a great deal of features to implement, including walks, runs, sprints, magic, interaction, attacks and deaths.



As I was in charge of the animation import and setup, this also meant giving guidance on how best to approach the animation for people in the animation team.

 

Player Character

AI

I also set up AI for the Echoes project. Though basic, I tried to instil an illusion of agency into the 4 AI I set up. There was a great diversity of AI styles for in the enemies of the game. The smaller dragons dart and flit between the trees, the centaurs fire arrows from afar before charging in close, and the boss characters attack slowly and require the player to time their attacks.



The biggest challenge for the AI was the limited time I had to create them, compounded by my lack of scripting experience. I used Playmaker, a Unity plug-in, to supplement my javascript knowledge, and this gave us a lot of flexibility to create interesting gameplay under constrained conditions.

Game Systems

I also developed a number of miscellaneous systems for the game. Things like variable footstep sounds, or triggers for particle effects required a lot of work to get working. The combat system required me to set up damage systems and a lock-on system, and to get all the required scripts to communicate information in an efficient way.

 

 

Animation 

Setting up the animation for UDK involved working with animation trees to build, blend and trigger animations at the appropriate time. The process gave me an understanding of how animation should be developed for use in game. 



The characters all had to work with the pre-existing animation trees, which required me to ensure the bone orientation and naming was the same as the default characters, and set up the replacement animations where they were being used.



For the project, we reanimated the majority of the Ogre's motions, and kept the default animations for the human characters. The project also required me to create and implement first person animations for the weapons.

I also developed a number of miscellaneous systems for the game. Things like variable footstep sounds, or triggers for particle effects required a lot of work to get working. The combat system required me to set up damage systems and a lock-on system, and to get all the required scripts to communicate information in an efficient way.

 

 

Character Setup

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