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? :

  • Optimization (I did not needed all the available animations and features)

  • More controls over the Avatar.

Avatar's Action:

  • Run

  • Jump

  • Dash

  • Aim

  • Shoot

For the GrimWatch Avatar, the goal was to achieve an agile character, equipped with a devastating hand canon.

To amplify the game feel I did a "Blur" Post process when Dashing and a Cam Shake when firing.

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:
 

  • Patrol

  • Detect the Avatar

  • Attack

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.

NME_Animator