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Spite Catharsis | Project 6

About
  • Engine: Feather Engine (Custom Engine)

  • Time: 10 Weeks + 4 Weeks preproduction and engine development

  • Genre: Action

  • Team Size:  18

  • Platform: PC

Contribution
  • Setup of Visual studio using premake

  • Asset Manager

    • Used for caching used meshes to improve performance​

  • Collisions

    • Capsule colliders​ using GJK algorithm (wiki page)

    • Hull collisions using GJK algorithm (article)

    • Management of colliders and collision layers

  • Serialization of FBX Files into Binary format for quicker loading​

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  • Joint parenting

    • Staff is parented to joint in players skeleton​

    • Usable by colliders

JointParentingWorking.gif

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  • Boss Attacks and behavior implementation

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  • Summoning attack

    • Parenting of VFX​

    • Spawn Enemy

    • Timed with animation

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  • Swipe attack

    • Colliders​

    • Delay

  • Projectile attack

    • Spawn porjectiles​

    • Duration

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Contacts

E-Mail: nils.martensson23@gmail.com

Phone: +46730424942

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. Any internship offers can be made on May 5th, at the earliest.

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