ANGEL GONZALEZ - PROGRAMMER
As an Engine and Gameplay Programmer, my main focus in this project has been to ensure the engine worked as efficiently as possible and to implement the Animation System.
Fully utilizing the Animation System's capabilities to bring forward the best possible in-game results has also been one of my core responsibilities.
During this project I had to maintain thourough communications with the Design and Art teams to ensure the features and assets they were envisioning
could be employed in the game without any issues. Overall, this project has been an incredible learning experience, both in the programming and team communication departments.
PROJECT CONTRIBUTION
Engine: Engine Base
Provided the base engine upon which Missclick Engine was built.
One of its most notable features would be the Resource Manager, capable of keeping track of which resources are being used in runtime and keeping memory usage to the minimum.
Engine: Animation System
Implemented an Animation System capable of importing fbx files into the Engine, loading them into the scene and reproducing the animations.
On one hand, it features a Clip Management System, which allows the user to pick and animation and "cut" it into multiple separate segments.
On the other hand, it features a Track Management System, which allows the user to define which bone of the model's rigging will act as the Root Bone.
Engine: Backend Features
Gameplay: Torso/Legs System
Implemented a system in the player's script that modified the player's animations depending on the direction in which they are moving and aiming taking advantage of the Animators Track System.
Gameplay: Player Interaction System
Implemented a system that managed all the possible interactions that the player can have (Talking, Opening a Chest, etc).
Gameplay: Player Features
Gameplay: Weapon Item Rotation and Hover
Implemented a script that rotates and hovers over time all Weapon Items (Weapon Selection Elements).
QA:
Tested the game and reported all bugs found and participated in the bugfixing of both the engine and the game.