Till Death Do Us Part
Team:
Credits
Engine:
BoB Engine (Custom, C++/DirectX)
Unreal as a level editor
Reference Game:
Resident Evil 7
Production Time:
8 weeks (full-time)
Contributions
UI: Implementing HUD, menus, and in-game prompts.
Pipeline: Establishing and maintaining the Unreal to BoB engine pipeline.
Interaction system: Padlocks, Pick ups, Letters.
Dialogue System: Aided with storytelling
Cinematics: Contributed to storyboarding and implementing the intro and outro.
Unreal Blueprints: Creating Blueprints to help the Level Designers.
Material loading: Together with Elias B, develop a pipeline so that we can load layered material from Unreal to the BoB engine.
Highlight
Colliders
Together with Albin, we were able to convert FBX models containing either a UBX or UCX into a PhysX PxTriangleMeshGeometry. We did it by first finding the element that was the UBX/UCX and extracting the vertices and indices. We then took the vertices and indices and created a PhysX PxTriangleMeshGeometry. This allowed us not to have to create BluePrints containing a mesh and a box collider, as well as having more accurate collisions.

In game

NVIDIA’s PhysX Visual Debugger
Cinematics
I contributed to the storyboarding and implemented the Intro and Outro. The animations were done by Minoo.
Intro & Outro
Material loading
Elias B implemented an HSV and roughness slider in Unreal that let our artists quickly and easily adjust materials. I implemented so that the data from Unreal was translated and sent to our engine’s HLSL shaders using buffers, and then applied the materials.
I also created a pipeline for our technical artist to create custom shaders, apply them in Unreal, and test them in our engine.
Showcase of the HSV slider
I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.



