Genre: Survival Horror
Engine: Unreal Engine 5 Team Size: 8 people Duration: 3 months Platform: PC (link to download) Introduction: "Trauma" is a single player Survival Horror Game created during the third level of the Game Design course at Digital Bros Game Academy. In Trauma, the player will be in the shoes of Brian, a man dissatisfied with the life he lives who suddenly finds himself in what looks like his grandparents' house where he lived as a child. Overcome with awe, the player will have to explore the house by wandering through his memories to retrieve fragments of memories scattered in the form of notes to understand how he came to be there. On this journey through childhood, however, he will not be alone, his greatest fear will haunt him. Try to get all the information and figure out what is going on before it gets you. |
My Roles:
Game Designer:
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AI Designer:
- Ideating the different states of the Trauma AI and the related behaviours
- Ideating the states of the Minions AI and the related behaviours
- Working together with the AI Programmer and iterating to solve problems
The images above represent the baseline regarding Trauma behaviors. The left picture represents the four main states of the main enemy, two of which, chase and investigation, depend directly on the player. On the right you can see what is instead the finite-state machine of player detection by Trauma. More can be found within the AI document and the GDD that can be found in documentation, link at bottom of page.
Animator:
- Working on all the animations in the game using Unreal Engine 5
- Creation of the skeleton for the meshes both in Blender and using the UE5 plugin
The whole part of the implementation and the creation and, or, modification of the animations was a task that I completed completely independently. The top left image represents the final Animation Blueprint of the character with its main states for movement, use of an object, and the animation offset of the flashlight. The image on the right is the inside of the locomotion state.
The two images above show the Animation Blueprint and the skeleton, created using the Epic's plugin. In this case I used the look at node that, when the player was visible (accordingly to the image displayed in the AI section), gives the impression of following the player with the head.
Environment Designer:
- Creation of the rooms in the first phase of the tutorial (Kitchen, servitude rooms and living rooms)
- Creation of the Art Room in the second part of the game
- Creation of the rooms on the ground floor in the second part of the game
Documentation