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THE 3C
I have used a model and animation from one of Paragon's character. However, the Character's Blueprint, Event Graph and State Machine were made from scratch.
Why have I chose to work with an empty Character Blueprint? :
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Optimization (I did not needed all the available animations and features)
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More controls over the Avatar.
Avatar's Action:
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Run
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Jump
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Dash
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Aim
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Shoot

Character Animation Blueprint

Avatar_State

blur_grimwatch

Character Animation Blueprint
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For the GrimWatch Avatar, the goal was to achieve an agile character, equipped with a devastating hand canon.
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To amplify the game feel I did a "Blur" Post process when Dashing and a Cam Shake when firing.
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The camera was also moved a little to the right to create an over the shoulder feel.
AVATAR DEMONSTRATION
ENEMY
Similar to the Avatar, I have used a model and animation from a Paragon's character. The Character Blueprint, Event Graph and State Machine were made from scratch.
Enemies Actions:
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Patrol
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Detect the Avatar
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Attack

shoot

Patroling

NME_Animator

shoot
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ENEMY DEMONSTRATION
CONCLUSION
I greatly enjoyed working around the character and the enemy in UE4. I am looking forward to design more complex AI and dive deeper with BluePrints. Next, I would also like to implement C++ in the mix.
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