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A prototype I made with Unreal Engine during my Game Design studies. It reproduces the gameplay of the game Control.

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Telekinesis-2022

Telekinesis is a project I made during my Game Design studies. The main purposes were learning Unreal Engine then implementing and polishing a game mechanic.

The mechanic I chose was the telekinesis we can experience in Control from Remedy Entertainment:

  1. Grabbing an object
  2. Making it levitate
  3. Throwing or releasing it

telekinesis-example (1)

Prototyping

The visual scripting helps a lot to prototype fast without creating script files. Fortunately, I could previously test it on Unity as they did an equivalent job as Unreal so I could find quickly the nodes I needed.

In my opinion, blueprint nodes are the best part of Unreal but the worst part is the Actor hierarchy management. I prefer the simplicity of Unity's GameObject for this point.

For example, I created a basic enemy which becomes a ragdoll when it's hit by a thrown object. The most difficult part was changing the enemy blueprint into an Actor that can be grabbed by the player. Due to the differences between a simple mesh like a chair and a complex object like the ragdoll, I spent 2 days to make it work but I succeeded.

telekinesis-blueprint (1)

The complexity of grabbing/releasing in visual scripting


The level blockout


Comparison with the original game

Required skills

  • Unreal Engine 4:
    • visual scripting (blueprints)
    • player controller
    • physics / collisions / ragdolls
    • input system (keyboard/mouse and gamepad)
    • UI (with dynamic switching depending on the controller)
    • navigation mesh (for ennemies)
    • layered blend per bone (for the arm of the character)
    • audio management
    • optimisations / balancing

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A prototype I made with Unreal Engine during my Game Design studies. It reproduces the gameplay of the game Control.

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