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Project Untitled
Project type
Game
Date
2024
Location
South Africa
Project untitled was a technology demo for my studies where I had to display all the different systems and skills that I have learned thus far throughout my studies.
Having initially developed a more open world for the demo, I implemented an NPC interaction system where players will trigger secondary animations and reactions when approaching NPC characters, as well as a combat system where players can deal damage to the NPC. I had also implemented an item pick up system that contained a particle system that would highlight the items to draw the players attention. Moving the object around after it is collected in the demonstration to demonstrate the use of object pooling instead of constantly destroying and instantiating a new instance of the pick-up.
Also included a shader graph-based particle system to create the smoke and fire, allowing it to be affected by other objects and meshes in the way, together with a mesh deform system on an NPC that would display different elemental effects on the characters within the game. Together with a blood splatter effect to indicate damage dealt or received to the NPC and player.
Updating to a more readable font later as well as a more segregated demo/testing environment to display the different systems more efficiently within the project, with dedicated areas to each system and effect to be displayed. With my water and fog particles shader effects being the next effects to be implemented, with the water shader being able to create an outline when it is hitting against a different surface and the fog splitting around objects that it collides with.
The next system displayed was the NPC patrol and attack toward the player upon intruding into their line of detections, engaging the player in combat and following until the player leave their following range before they disengage from combat status with the player. The next system to be displayed was the event system which I used as a trigger for the teleportation of the player character between the two testing areas available currently.
Where after I had implemented cloud content delivery via the addressable system within unity to allow dynamically adding content to the game without it having to be installed with the game upon initial installation. This would be useful for certain props or items that would be changed out for seasonal events. There was also a set-up to display triggering cinematic scenes using the Cinemachine tool to allow players to dynamically view cut-scenes and so forth.








