Game Project

Merle, The Kind Incompetent Wizard

Overview and introduction

Overview

Merle, The Kind Incompetent Wizard is a 3D platformer inspired by A Hat in Time and visually influenced by Luigi’s Mansion 3. The player controls a small wizard and plays through three levels, exploring the surroundings, moving across platforms, and unlocking abilities by finding collectible hats.

My contributions

Fireball VFX

I created a fireball VFX for our fireball ability. It consists of three compoonents a charge up effect a fire ball throw and a impact effect. The charge up particle is a bunch of fire ball particles that are scaled up over time and then stops giving the ilussion of a build up as you can see in the video the player can hold the fireball att max charge when a player presses shift it twrows the second particle wich has the same fireball core setup as the charge up but has a fire trail with embers. and lastly the impact effect usses the same fireball flipbook it is a sphere spawner trying to replictate a smallexplotion with fire shooting out and some smoke effects

Lighting and cubemaps

I worked on the lighting for all three levels and also created cubemaps for them. Level 1 & 2 where indoor enviroments and where limited to only using spotlights and pointlights. Level 3 uses directional light.

The Cubemaps where created in Unreal Engine using unreals scene capture cube wich captures a panorama hdr texture off the whole scene. I bulit small test scenes of each level using our games assets and to create a enviroment that reflected the whole level using all unreals light feautureas. After that the HDR texture was exported and imported into LYS where it could be converted into a CubeMap texture that our engine could read.

Pickup and levitation animation

I worked on vertex animation for our helth pickup. I made a Vertex Shader using HLSL to manupulate the mesh verisies using math. To roatate the object i used a rotation matrix to rotate the object over time on the x axis using its local posison. i also added a small levitation animation translating the vertisis on the y axixs over time using a sine wave makeing the feeling of it bobbing up and down

Charge up icon

I made a charge up icon that consists of two particle systems with a shader. The firts particle has a shader that uses polar cords to create sort of a swirl. This is used to crate the pooldown panner so with the use of particle lifteime you can see that the UV goes from 1 to 0. This type of UV manupulation is combined with a circle texture mask to create the charge up effect as seen in the video. Right as the first particle reaches fully charged i spawn in another one that is whole and looping aslo adjusting size over time with a sine to get it o vibrate indectationg that its fully charged. This effect was cut from the final game.

Dust particle

Made some dust particles in world space that follow the player. It consist of a big cube spawner that spawns small particle that has a dust like texture. I use drag and curl noise to make them float around in the seen and use color over life to fade them in and out. These where meant to give the scene more depth but still be sutle to the eye.