Biotic. A first person shooter game. Self Directed project with 3 other artists helping out in their free time. Built in the Unity engine with the High Definition Render Pipeline to utilize the latest graphical technology such as Ray Tracing and Screen Space Reflections.
Using the below link you can view the repository which has all of the scripts I have written for the game. Just navigate to Assets>Scripts to see them all. I’d recommend looking at the Scripts>Playerscripts>PlayerController.cs or Scripts>Managers>GameManager.cs to see some of the more in-depth ones.
For screenshots please scroll down to the bottom of the page. The dropbox link is to a .zip containing an alpha of the game. It’s current state is pretty sparse but you can still see all the features in action.
Features
Save / Load – Using a Factory pattern system the game remembers the location and any statistics of the player, objects, enemies, cutscenes and more. The save files, which are split up between slots, quick, and checkpoints, are converted to JSON to be stored.
Stat and Inventory system – The player, enemies and objects all can utilize a Stat System which will give them health, stamina, air, energy and any type of stat you can think of. Similarly a minor inventory system keeps track of ammo and weapons for the player while giving enemies and containers items to hold until they’re destroyed.
High Fidelity Graphics – Using Unity 3D’s High Definition Render Pipeline we’re able to utilize all our skills as artists with PBR (Physically Based Rendering) Shaders, Realistic lighting, Ray Tracing, Screen Space Reflections, and more! I have spent countless hours reading documentation to achieve the best level of graphics while keeping performance steady.
Full Fledged Facial Animations, Lip Sync, and Eye tracking – Utilizing third-party software and learning them I was able to integrate audio sequencing lip sync to give any voice line the ability to be animated. In addition to that it also came with all the tools to bring NPCs to life with eye tracking and facial expressions.
Dismemberment System – Building off the Stat System I created a way for our enemy characters to support any number of limbs that can be destroyed using the many guns in the game. These limbs can be anything from an arm, leg, head, tentacles, or even different parts of a machine.
Physics Based Gameplay – The character controller is built from the ground up using the Physics based Rigidbodies in the Unity Engine. On top of the smooth movement the player will react to any outside forces the game world exerts on him such as a melee impact or a fan blowing air at high speeds. I’ve also given the player the ability to hold and manipulate many objects that support the Rigidbody while making sure they don’t clip through objects unrealistically.