UI Development
For my UI design I related every object on the hud to our character. Instead of a standard health bar I took inspiration from her flaming hair and made it so she's not losing health but losing her fire and burning out.
Simple progress bar for conveyance of Pax's sprint cool-down.
The UIs ammo system is made to reflect Pax's gun.
Ability Cool-downs.
Mini Map system
Made an expandable mini map system to help orient the player in our large levels.
Enemy Icons
Made a series of icons that render on my mini map capture that help convey to the player the enemy types they have to face as the progress through the map. I have an icon for every type of enemy variation in the game and use color to represent small, medium, and large aliens.
Chaos bar
For our chaos bar I used a combination of progress bars, flip-book animations and dynamic materials that controlled a mask of the animated materials to scale with the players accumulation of chaos in the game. 2D Art by Gabriel Ramos, animation and implementation by me.
To implement my UI I had to utilize 16 different functions to help me handle an army of variables from all over the game that needed to be conveyed to the player.
Level Design
Alien Cowboy Land
For this section of the game I was tasked with adding in our population of cacti as well as designing the stables and cantina section of the map.
Plant land
On plant land I assisted making the blocking volumes on the map, I did some terrain painting, and designed the trailer park section of the map.
Candy-land
For candy land I made the soda pop river that runs under the map and constructed fort twinkie.
Odds and Ends
I assisted our main programmer throughout the game development process. I helped set up sound triggers, the level title screens, and our game save. I helped to update our menu system. I worked with our lead animator (Kyle) to do our enemy animations for vertical slice. I made requested materials for our designers, examples being our ability unlock animated texture and our soda pop river.
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