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Creating a new level in the Star Wars universe, which could be a part of a DLC of the game Jedi Fallen Order.

General Information

  • Genre:

  • Camera/View:

  • Solo and/or Multiplayer:

  • Game Engine:

  • Team:

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Action-Adventure

Third Person Camera

Solo

Unreal Engine

4 GD

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Features

  • Astral Projection

  • Wall Run

  • Climb

  • Climb Ledge

  • Astral Objects

  • Air Pipes

  • Sprint Camera

Tech

Astral Projection

The ability to project one self on another plane, allowing them to walk through obstacles, and see things that were not.

When the input is down, spawns the character "Astral Projection" and posses it. Both characters are the same, with only some collision and movement differences. While astral projecting, the distance between the two characters is checked and if it goes beyond a limit, the projection is stopped and the default character is possessed.

Additionally, a beam is spawned between the two characters, and its colour changes when the distance limit is almost reached.

Wall Run

The ability to run on specific walls.

When the character is in the air, checks the right and left side of them to detect a wall which is runnable. If there is, the character rotates in the right direction and only their forward speed is considered.

Climb

The ability to climb specific walls.

Every tick, checks if a climbable wall is in front of the character. If there is, rotates them to make sure their not displaced. When the input is down, "sticks" the character by setting their movement to flying and stops orienting them with the mouse.

Climb Ledge

The ability to climb on ledges.

Every tick, checks if there is a climbable ledge by doing multiple linetraces, checking if there is a ledge, enough space for the character, and a surface after the ledge.

Astral objects

Objects changing whether the character is in astral projection or not.

Each astral object checks whether or not the player's character is astral projecting and their visibility and collision reacts accordingly. Each object is a child of a "Base Astral Object" which allows them to be customized.

Air pipes

Transportation pipes, similar to ziplines.

Collision boxes detect if it is the player's character that is triggering them. When they are triggered, makes the character follow a spline to the other side of the pipe.

Sprint Camera

Zooming out of the camera when sprinting.

The spring arm component's length changes accordingly to the character's speed.

Team Members

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Anthony Besse

Tech Designer

  • Linkedin
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Hadrien Delattre

Level Designer

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  • 72626
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Matthieu Equilbecq

Narrative Designer

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