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School Project 7: Serpentine Estate

ROLE

Gameplay Programmer

DESCRIPTION

- Made with our in-house engine OneEngine, a horror game inspired by Resident Evil.

- Together with Aron Johansson, I integrated PhysX into our engine. Handling things such as hit registration, raycasts, collision filtering, controllers and movement. 

 

- As I was in charge of the player and playercontroller, I utilizied designs such as actors/components and a state machine.

- This proved very beneficial in order to have a clean structure for the different behaviours and transitions we wanted. Such as moving, (moving while aiming), firing, reloading, running, etc.

- Implemented the QTE(Quick-time-event), to really make the player feel pressured when confronted by an enemy in melee range.

- Together with Fadi Makdes, we added blendmasks in order to be able to aim while playing the walking animation simultaneously. 

- Added kinematics to our animations in order to handle aiming. 

- Lastly I focused on polish regarding the player, such as SFX, VFX, HUD, and the respawn system. 

- Thanks to our continous communication, we finished a game that we were all very proud of.

- I thoroughly enjoyed being able to work with the three C's (Camera, Controller, Character).

YEAR

2021 - 2022

GENRE

Third person horror game

Duration

14 weeks part-time

My main contributions:

 - Animation System

- Player

- PhysX

- UI

- SFX

SerpentineEstate_still05.png
SerpentineEstate_still02.png
introp7.gif
p7QTE.gif
p7QTESUCCESS.gif
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