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About

Project RedMist is a solo endeavor to create a FPS hoard mode in Unreal Engine. The purpose is to expand on previously learned knowledge as well as introduce myself to new tools of the engine such as Animation blueprint, AI State machines and much more. 

Made In:

My Roles:

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Programmer,

Game Designer,

AI Designer

I've made a few character controllers in the past. What made this different was the use of blueprint to do my programming. But what I discovered is that blueprint doesn't feel too far away from regular programming. The biggest challenge was using the Unreal API Reference to find the blueprint version of functions and not the C++ version.

When designing the movement, there were a few core philosophies I wanted to sick to. One being to stick to what would be useful. Do players NEED to go prone in a hoard mode? Most of my research says no.

 

Second, I wanted the movement to be grounded in realism but also feel fast and fluid. My target feel was something between Call of Duty's Modern Warfare (2019) and Black Ops 3.

However, I believe my biggest victory was creating the animation blueprint. Every animation was made by me creating animations from blender and placing them in-engine. It was fun doing something a bit outside my comfort zone, creating the animation pipeline for unreal. What was even better was my ability to draw a lot from my experience working in Unity. Both systems are incredibly similar which made making the state machine easy.

I cant wait to talk more about the FPS Combat I'm trying to build. it's something I have really wanted to explore since starting my game design career.

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What I can tell you is that I plan on building it mostly through C++ code. I'm also taking a TON of inspiration from FPS games I love such as Destiny and Apex legends. 

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If your really curious, I recommend looking at my Combat Design Document. There I'll be constantly updating not only research into the combat, but discussing the design of weapons and how they will come to life in engine!

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Combat Design Document

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