ExIsle
My Roles: Technical Designer & Game Director
What I Did: Much of ExIsle was developed by me. I designed and created the combat and inventory system. The enemy AI as well as quest system was designed and created by me. Many of the materials in the game were created by me, including the landscape material that changes between grass, rock, and dirt based on height and angle. Some of the models were created by me using Adobe Fuse, and I animated the using Mixamo. I also created this first level of the game.
Overview: ExIsle is a third-person action-adventure game where the player must learn about the island they are on to survive. While exploring, the player will be confronted by the demons of their past, that have manifested themselves in the inhabitants of the isle. You will have choices to make that will not only define you but, shape those around you.
Team size: 4
Duration: 4 Months
Software Used: Unreal Engine 4, Adobe Fuse, Mixamo, Wwise, 3D Studio Max 2016, Simplygon, and Photoshop CC.
Repository Link: https://gitlab.com/gensandman/ExIsle
ExIsle - Vertical Slice
This video shows the gameplay of ExIsle in the first of the game.
This is the base character class I created. This is the parent of the player character and enemies. From here, they are connected to the game manager, and I also have how they handle damage and death in this class.
This is the player character class that I created. A large portion of this class is the melee combat system and the combos for your two weapons.
Here is an example of one of the animation montages for the player character. I set this up so that the animation notifications tell the player class what to do at specific parts of the animation. For example, the attack launches the player forward in the beginning, then applies a camshake many frames later.
This is the state machine I created for the player character. The left of the state machine is for the long sword mode, and the right side is for the greatsword mode. The middle of the state machine defines how the character transitions from those states.
This is the base item class that I created. From here designers can create items that heal the player and augment their stats.
This is the base AI behavior tree that I made for this game. All of the enemies are derived from this.
The title screen of ExIsle, what the player sees before starting the game.
This is the beginning of the game where the player is washed up on the shore of the Isle.
Accepting a quest from one of the inhabitants on the Isle.
The inventory system, showing that item usage is context sensitive.
The player flying across the Isle thanks to one of the combos in the game.
The player fighting through the enemies and is almost dead.