Retroblast - Visual upgrade

  • Gave the game a much needed visual upgrade using post process effects
  • Added damage state VFX (The number of fires actually grows as your overall life goes down)
  • Reworked slowmo/reflex combat system

GDC 2017 - UE4 Animation and Physics

It's strange working on the engine development side of games, but as a bonus I get to test and help improve all the cool new tools people will be using in the future before everyone else!

I had a lot of fun bridging the programmer / end user gap when it came to these features, especially the control rig. I also learned a lot about what the future of Animation looks like within the games industry.

Retroblast - Game feel

  • Made the character larger
  • Added banking animations
  • Added damage + damage recovery system
    (If you get hit once you get damaged,g et hit again during the recovery period you die)
  • Improved camera "lookahead" player is now offset from screen center to help when flying fast towards enemies
  • Added UI elements for kill count game time and total score
  • Added pause and restart screen

Unreal Engine

After working on Batman Arkham Knight and Batman Arkham VR within a QA capacity I started working on my own little blueprint game as an excuse to learn UE4.

A friend of mine noticed what I was doing and asked if I would want to interview for a QA position at Epic Games on the editor side, so I applied and two interviews later I'm now at Epic Games doing QA for the Unreal Engine. As the Animation physics embedded analyst.

Retro Blast - Game feel and Combat

  • Added buttons for fire and boost.
  • Switched the model out for something nicer.
  • Added a camera interpolation system so you can "Look ahead" on the tiny phone screen
  • Started crating a basic lock/ key mechanism with boxes that you can pick up.
  • Set up my own P4 server (Which was easy thanks to the creator of this YouTube playlist.)

Retro Blast - Player interaction

  • Implemented a unique touch screen control system, swipe twice to boost, double tap to break.
  • Added the ability to boost

Retro Blast - Inception

For awhile I've wanted to make my own "thing" in UE4. I've been interested in the engine's blueprint system before Epic released it publicly. I'm definitely a visual guy so plugging spaghetti into spaghetti (AKA Blueprints) sounds like something I learn how to do.

I actually started making a 3rd person co-op game where you have to switch between characters to solve puzzles and evade enemies,then quickly I then started to realise that the scoped way too big, thus RetroBlast was born!

Because RetroBlast is going to be heavily focused on learning UE4 and attempting to go through a development cycle on a product from beginning to end I created a separate blog for how I solve problems I encountered during development I'll post periodic updates here too.