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Blade Guy

reynosorobertov

Updated: Jan 19

Engine: Unreal Engine | Genre: Action | Platform: PC | Timeframe: 3 weeks


Blade Guy Demo Video

Overview

 

Blade Guy is built up with the sole purpose of creating a gym revolving around the verb cut, so wanted to create a gym where you would be able to find different blades that were based on their color, which would determine whether or not you can cut a particular object. Further more we wanted the player to be able to cut the cuttable meshes, enemies, projectiles, text, and etc.. as many times as they see fit whether they are hitting it vertically or horizontally they would see the mesh getting cut in more and more pieces based on how many times the player decides to cut it.


Team

 

Producers - Shuochen Sun

Artist - Briton Flynn

Tech Artist - Xinyi Qu

Engineer - Yunhao Ye & Roberto Reynoso


Role and Contributions

 

Role: Game Engineer


Responsibilities:

In this project, As a Gameplay Engineer I was tasked with various needs that the gym called for since the scope of the project was a bit overdone, but we decided to get everything that we had talked about done, so it did require not only extra work on my part but others within the our team. I was in charge of making sure that everything was functional on the player's side of things, so whatever was required for what the player does is what I mainly focused on. This included making custom animations for horizontal and vertical slicing, while making sure the collision of the swing aligned up correctly, so that each cuttable object could be cut according to the swing the player made.


Contributions:

  • Player Interaction Systems:

    • Designed and implemented systems for picking up and switching blades, which included an inventory system.

    • Developed the player controls for movement, jumping, and blade usage.

  • Procedural Cutting Mechanics:

    • Engineered dynamic mesh cutting, allowing objects to split procedurally based on the player's blade strikes.

    • Ensured objects could be cut multiple times from any direction (vertical or horizontal).

    • Implemented timed destruction for cut objects, so that we wouldn't overload the game with too many different meshes.

  • Blade Mechanics:

    • Axe (orange objects)

    • Laser Sword (blue objects)

    • Scythe (purple transparent objects)

    • Knife (yellow objects, throwable)

    • Scissors (white text objects)

    • Cat (portal creation)

  • Created and integrated custom animations for vertical and horizontal slashes, aligning collision points with animation frames.

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