Tactical Frontier - PC | Senior Game Project
Tactical Frontier is a 2.5D tactical-action game set in space, where the player must traverse the depths of space to stop an incoming invasion of Earth by the Rakers.
The main mechanic is the player's ability to slow down time to input his offensive and defensive actions to deal with enemy ships that warp in to stop him.
Information and precision is key as each hit from you or the enemy holds devastating consequences.
The project was created from in only 10 Weeks by a team of 3 people.
The main mechanic is the player's ability to slow down time to input his offensive and defensive actions to deal with enemy ships that warp in to stop him.
Information and precision is key as each hit from you or the enemy holds devastating consequences.
The project was created from in only 10 Weeks by a team of 3 people.
My Role in this game
The desire to learn Unreal Engine 4 is what spiked the project. The team had a game idea in mind but we expanded in order to use as many UE4 features as we could learn. It was an amazing learning process.
As one of the Engineers, I worked mainly on enemy AI and player controllers. The AI was created using the built-in Behavior trees, and our game takes full advantages of it.
Additionally, I was the graphics engineer of the team, having to develop several custom materials for the game to compensate our lack of artists.
For example, every single planet on the game is just an instance of the same material. It was all done programatically by me, once we didn't have a dedicated artists for the background.
I also developed the materials for the inside of asteroids, for the ships and all projectiles and decals used in-game.
Unreal Engine 4 was used for the game.
The desire to learn Unreal Engine 4 is what spiked the project. The team had a game idea in mind but we expanded in order to use as many UE4 features as we could learn. It was an amazing learning process.
As one of the Engineers, I worked mainly on enemy AI and player controllers. The AI was created using the built-in Behavior trees, and our game takes full advantages of it.
Additionally, I was the graphics engineer of the team, having to develop several custom materials for the game to compensate our lack of artists.
For example, every single planet on the game is just an instance of the same material. It was all done programatically by me, once we didn't have a dedicated artists for the background.
I also developed the materials for the inside of asteroids, for the ships and all projectiles and decals used in-game.
Unreal Engine 4 was used for the game.