Overview
PATCH is An upcoming FPS set in solarpunk Italy! In a world where humans and robots have learned to coexist, computer viruses have begun to affect reality, spreading corruption through the streets. You must step in as a first responder who is racing to contain outbreaks before your small Italian town collapses, while uncovering the mystery of what really started this corruption!
Skybox
WIP Over the Course of the games development for the skybox
While the clouds looked beautiful They deviated a bit to far from our art style. so we brought in an amazing illustrator Pia Evangelica to redraw and adapt the mood of the old clouds I had worked on before moving to Tech! Below are the Final iterations of the Skybox during studio 2!
Mention material/tech work for
-sun
-star twinkle
-tree placement
-building placement
-sky trails
-sun
-star twinkle
-tree placement
-building placement
-sky trails
Lighting
Coming soon
TECH
Weapon Animation Blueprinting
Our Weapon animation system was probably the most time consuming part of the project I worked on. Predating even the game file itself. Having Gunplay that felt fun to fight and shoot is absolutely pivotal to a good first person shooter experience, and even if the animators were not able to add all of the features I worked on, I'm still super proud off the tech that did make it in! Starting off with a project made while patch was still in conception (play blast goes here)
For this project I was doing exploratory research into what makes a modern gunplay animation system. I found 2 really great talks specifically about do's and don't in the animations and how to handle certain Technical issues such as separating the gun and player FOV, blend spaces, and first person animation blueprint flow.
Soon It was time to move onto the Rigging process for the animators. Michelle Kim was a huge help throughout the process... culminating in our final starting pose.
The initial Anim Graph Was shaped off of the lessons I learned from working on RESIDUAL CHRISTMAS With the most important actions taking priority while more nuanced actions are moved into blending spaces. I worked with Xander Franco on reordering some of the blueprinting while he created a super cool Input action system to remove excess Variables. While it was out of scope to have directional input affect the gun Like in the Studio one project. I still was able to work with player speed so players who use controller still feel how fast they are going.
Building making systems
Modular Cone placing
COMING SOON!