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THE BASICS
For Poppy Playtime Chapter 4 I worked on a wide variety of systems, from the Nightmare Critters, to reworking the burnable system, to a number of one-off mechanics.
What were the broad systems I touched?
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Burnables
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VHS Tapes
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Gears
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Nightmare Critters
Having joined Chapter 4 midway through production and taking over the Nightmare Critters, my work was largely enabling Level Designers to execute their vision for different encounters with the critters...
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Set up Data Assets so designers could easily modify Combat / Visual data without interacting with the creature blueprint
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Simplified and modified the Creature Spawner so designers could set if creatures animated into existence, set unique spawn points, and unique points to retreat to
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Modified existing animations to make a melee attack
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Optimized state transitions to reduce behavior related bugs
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Created different NavLinks that would lerp and play animations for critters making long jumps, reducing our reliance on physics and making these interactions consistent​​
THE ONE-OFFS
In addition to mechanics that were more prolific throughout the game, like the critters, I worked on systems that were generally used for a single use, like the simple gear puzzle before entering Safe Haven, pulling open a morgue drawer, body bags attached to cable constraints, and exploding cannisters for the Doey fight at the end of the game.
Very simple little system.
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If all the correct gears are placed, the door will open
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Gears up to and including the last correctly placed gear will spin
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If a gear is removed earlier in the chain, the later gears will stop spinning
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If a gear is removed after the puzzle is completed, it send out the power off signal
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Also! Very beautiful little gears I modeled in blender to very quickly get the prototype to be closely representative of the final product.