Forsaken Realms: Vahrin's Call
(Formerly Exodus: Rising)
Project Details-
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Planned Retail Release
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Roles:
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Technical Designer
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A.I Designer
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Gameplay/A.I Programmer
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Made in Unreal Engine 4
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Programmed/Scripted using Unreal 4 Blueprint and C++
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Team Size: 7
Responsibilities
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Design and programming of Artificial Intelligence and gameplay systems using UE4 blueprint, Behavioural trees and C++ where required.
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Development of background tools and systems to assist designer workflow.
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Scripting and programming of other game systems such as player mechanics, world interactions and UI.
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Level Design
Overview
For 4 years I worked as part of the team, Titan Roc (formerly Studio 14) to help create an open world, third person, action RPG, named Forsaken Realms: Vahrin's Call (formerly Exodus: Rising). I initially joined the team to create Artificial Intelligence for the game by planning out design specifications for every enemy/NPC and then implementing those designs in-engine using UE4 Blueprint Visual Scripting, C++ and Behaviour Tree based logic. I took on more responsibilities throughout the project, helping to create the many different player and RPG mechanics for the game, and was eventually took on the role of technical designer. Bridging the gap between the design and technical teams by assessing the needs of our designers and programming custom tools to assist their workflow, this primarily took the form of a custom scripted event system for our level designers to use to easily create complex gameplay events/situations without the need to manually script level events. By my end of my time on the project I had brought every enemy in the game to an alpha state or further, leaving them in the hands of the remaining designers/programmers for the final stages of polish and adjustments and left our level designer with a suite of tools to use to build the games narrative that could be expanded on further by the teams remaining programmers.
AI Example Footage (Still in prototype stage)
As stated before my main responsibilty was A.I. Every enemy and NPC A.I in Exodus: Rising was designed and created by me. Starting with on paper designs I programmed thier behaviour, scripted thier actions with behaviour trees and implemented thier animations in-engine. Below is a short video showcasing several of my A.I Enemies in a recent build of the game (As of my last few weeks on the team, Animation and art not finalised).
This is a prototype video from an early alpha version of the game showing NPC events and interactions created using my bespoke AI events system. (Dialogue text was removed to avoid story spoilers)
Level Gameplay Demo (Early Prototype)
This video shows a prototype level much earlier in development to show how my NPC systems have evolved.