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My contributions

Player/ Combat design: Defined the player characters' interactions, special abilities, and behaviour 

Game Feel and UX:  Defined camera attributes, configured controls for controller support and PC support,  configured haptic feedback + input and camera shakes during weapon interactions or world events.

VFX and particle effects: created the overall tone and visual effects of the game utilizing a multitude of post-process tricks. And working on custom particle effects that affect the world around the player.

User Interface: Defined the overall User interface systems and design of the project. Implemented interface systems for Weapons, loading screens, and end results. 

  • Player/ Combat design

    • Movement Configuration: Jumping, Running, grabbing, Throwing, etc. 

    • Defining input and mapping controls for PC and Controller support.

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      AI

    • NPCS and enemy AI react to various weapon interactions received by the player.

      Player character

      • Weapon/ item usage:  Hitboxes, damage, durability, Timings, Interactable physics. Player feedback.

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  • Active Ragdoll:  Each playable character and NPCS share a active ragdoll component that can easily be scaled through the details menu measuring the overall strength of the ragdoll. The mechanic is also configured to react in real time to changing enivronments.​

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  • Unique Player abilities.  Defined players abilities giving both players unique abilities that worked for their gameplay interpreted gameplay choice.
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  • BELLBOY​

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  • LOBBYGIRL​

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  • Item interactions/ weapon variant types:  Defined weapon interactions and item systems, that would effects stats throughout game sessions. 
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  • First person toggle: Designed a first person toggle system, that switched players perspectives.

  • Game Feel

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