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I like to analyze game design and experiment with gameplay mechanics to deepen my understanding of game animation. I am familiar with Unreal Engine, object-oriented programming, and math.
This is my master's project. The objective was to create a playable demo of a fantasy enemy boss fight. During the creation of this project, I deep dive into cinematic and the technicalities of animation in Unreal Engine 5.
I was solely responsible for -
Making of Enemy Intro Cinematic.
Designing Player Combat and Enemy Behavior.
Creating story character models using Meta Human.
Retargeting animations and cloth assets to skeleton.
Animations implementation and functionality in State machine.
Gameplay, AI, UI functionality using blueprint scripting.
Project research and design documents
This project was inspired by Devil May Cry 5. The objective was to create fluid and responsive 3-hit combo attacks with combo breaks.
Created animations using Maya.
Implemented animations using state machine.
Created animation/ gameplay functionality.
Added additive lean animation using blend space.
Used Animation Montages for root motion animations.
Added visual and sound fx using Anim Notify.
In this project, I created a ranged enemy with bow/arrow and player character with strafe locomotion-
The weapon (bow/arrow) and the enemy have two separate anim state machines. Two state machines get synced together in the enemy character class during gameplay.
Arrows' spawning/despawning location is determined by sockets attached to bones.
Player has 8 directional movement (walk/roll) handled using blendspace.
Enemy AI has a behaviour tree. When the Player is out of sight it tries to find the player by doing an environmental query.
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