Zero Himmel
My Roles: Technical Designer & Game Director
What I Did: I managed the team/project, created the game design document (with the game writers), and did the programming/blueprinting for the gameplay. I designed and created the combat system, AI, created the state machines for all of the animations in the game, and integrated the dialogue system. Much of what I did in ExIsle has been expanded upon in this game.
Overview: Zero Himmel is a fun, dark, and exciting Action Role-Playing Game (ARPG). The game focuses more on Cooperative (co-op) gameplay by allowing the player to choose one of four characters from the Erokahn village to experience the main story conflict through different perspectives. The main focus of the game is to complete quests to learn more about the world around you, gain experience, upgrade items/equipment for your character, and to explore the exotic as well as geographically diverse locations. The player can hack and slash their way through objectives using magic and/or futuristic gadgets and interact with various characters via dialogue options.
Team Size: 6
Duration: 4 Months
Software Used: Unreal Engine 4, Adobe Fuse, Mixamo, 3D Studio Max 2016, ZBrush, Blender, Simplygon, and Photoshop CC.
Repository Link: https://github.com/gensandman/ZeroHimmel
Zero Himmel Teaser
Zero Himmel Gameplay Video
This is the player character's class that I created. On the right side, you can see some of the additions I made to the class such as the combat system.
This is the state machine I made for the player character's animations. It dictates when and how an animation can transition from one to another.
Here is the health drop blueprint that is created when enemies die. The healing amount is made public so that designers can tweak the value of the drop in the editor.
This is the behavior tree I created for the melee boss in the game. It tells how the boss should engage the player and when to switch between its different phases/attacks.
This is the enum I made for the four different states the AI could be in.
The title screen of the game. Multiplayer is still being developed.
The player can have conversations with NPCs. Depending on the conversation, they will be able to make choices that will affect the story.
The player is not looking for any survivors of the hunting party.
A hunter's body has been found, and you can interact with it to learn more about it.
As the player progresses through the level, they will come across different types, each with a different way of engaging the player.
There is no ammo in the game. Instead, the weapon will overheat and cease to function if the player fires too much in a short amount of time.
This is the boss of the level. He has various abilities that will challenge the player and make them think about how to best engage it.
A view of the HUB level.
A view from the other side of the mission level.
A view of the mission level of the game.