Professional cloud developer, nature lover, and margarita taster; amateur game developer and guitar strummer. More Unreal Engine experience than I care to admit. I love God, rain, strawberry margaritas, and heavy music. I also love YOU 😊 Currently working on my multiplayer passion project, Shadows of Synthia... slowly but steadily.
"Show don't tell", as the saying goes! In this article, I show off a collection of gameplay updates that have been completed and never shown, including...
In which I discuss coming back from a hiatus, the new scope of the game (features that have been changed, etc.), and creating a modular character model...
Summarizing the work I've completed implementing the beginnings of the "magic system" (aka Ether Abilities), the Focus ability, and the payout system.
An overview of the work I've completed this past week on my first pass at weapon/movement audio, new visual effects, and cleaner handling of ragdolls.
In this article, I show some of the new environments I'm putting together to better facilitate testing various game systems, as well as the beginnings...
Update on how the networking work is going, my REST API application, and some code refactoring I finished yesterday.
In this article, I run through my initial HUD prototype and the basic structure for how I'll be implementing the Magic System in the game.
A brief look at my prototype crosshair system, some FX I've created to provide more visual feedback to the player, and the first-pass implementation of...
Implementation details for move out of cover, SWAT from cover-to-cover, and vault cover while sliding. Also a high-level overview of how I got cover movement...
Brief summary of my work the past week on getting peeking around cover and left-handed animations implemented.
Some details on my vaulting cover implementation, additional decision on how to handle aiming in cover (and why the decision was made), and new options...
Talking about my implementation for moving between adjacent walls of cover, aiming in cover, and a serious headache that had a simple solution.
Brief discussion on some updates I've made to my original cover system implementation ideas, and details on where I'm at with movement in cover.
Talking about my design principles for the cover system, the next big system that needs to be implemented in the game, as well as some initial ideas for...
My first post on the game! Article talking about how I'm handling my line traces to deal with pesky third-person perspectives in shooters (especially...
In which I discuss the future of the project! Very important for anyone following!
In which I discuss briefly my work with setting up a creepy atmosphere, show a short teaser, and tell you about a two-week gap.
In which I discuss the current level I'm working on called "The Pit", briefly explain my love for decals, and show a few screenshots!
In which I briefly explain the hours I spent creating rain and a "wet" material in UE4.
In which I discuss the next major area of focus for the game, the different layers of audio used in game, and show a short video so you can hear some...
In which I talk about my current focus with the game and share a short piano piece.
In which I discuss the Grey Room development and talk about implementing more story elements for the next two weeks!
In which I discuss and share some voice work as well as briefly talk about where development has gone this past week.
In which I talk about tediously building caves, working with AI, and show a video where the AI confuses me.
In which I talk about a couple new conceptual development ideas and show a video of me messing around in Unreal Engine 4 with an early puzzle design!
The 2nd weekly update, in which there is a short new video and I talk about what's happening with development currently!
An update in which I discuss working on puzzles, voice actors, and show some teasy screenshots!
I've just uploaded some short, random teaser footage for fun! Also, what is currently happening with development...
Hello! Thanks for stopping by and checking out my newest project, "Lights." Development has been active for a little over 2 months now and so far I'm...
It seems it's time to move on... archiving game, and possibly joining a team of developers
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