Kuri Tech - Process Work

This is the Unreal Engine 5 technical art and programming I worked on for my senior class group game project, Kuri, Fall 2022 - Winter 2023. I was the only programmer on the team, and not an experienced one, but most of the game details were left to me to implement after concepting in a previous class. I also rigged the main character models.

This was my first time working on a game team project, and my first time programming a full character setup with abilities, movement mechanics, state machines, animation blueprints, UI, level layouts, etc. There was a lot of re-work involved from the first class, and many cut features to make the 10-week timeframe work with the number of people and skills available. The project was too ambitious for the small student team, and lacked direction, but I still had fun experimenting with all the features of Unreal to see what I could make happen.

Tree top level layout with leaf platforms, branch obstacles, spline stairs, spline bridges

Animated branch obstacles, spiral stair spline, dissapearing leaf platforms

Animated material transparency for invisible mesh, master material testing

Tentacle control rig, object scatter blueprint with variation, directional control, line trace, normal orientation, etc.

Animated tentacle obstacles

Randomized baloon student class objects, orientation, material color, scale, animation offset, etc.

Animated accelerator ring class objects, using parented transforms for ring array animation

Spline Mesh scatter blueprint with instancing, offsets, variation, normals, etc. with level layout

Cat bus random location blueprint on level start

UI animated character parameter-driven meters for magic types, animated door activation sigils

Skybox day/night cycle blueprint testing

Cat Bus animated blueprint timeline object array

Post-processing double vision effect

Tech Video

Final Gameplay