Recore – Armature Studios
Company: Armature Studios
Job Title: Contract Game Designer
Other Tools/Languages: Perl
Start/End Dates: October 2015 – November 2016
- Put together prefab game objects such as traps, spawners and other complex scripted encounters using Unity.
- Created utility scripting for the team using uScript, a visual scripting plugin for Unity.
- Animated prefabs using Unity animation tool
|Power Cell Hatch|
The Power Cell Hatch was created to block players from side content. To open the hatch, players needed to find 4 Power Cell robyte keys hidden around the world. When found, each robyte would path directly to its socket.
|Core Sphere Trap|
The Core Sphere Trap is optional content placed in the over world areas in ReCore. When the player extracts to lock from the sphere it animates into an activated state, creates a force field that prevents the player from leaving and spawns 3 enemies. Assuming the player defeats all enemies, the sphere opens and allows the player to extract the prismatic core loot.
|Prismatic Core Treasure Chest|
The Prismatic Core Treasure Chest was a special treasure chest created for placement in hidden rooms, under piles of rocky debris (Beast Blockers) and other hard to reach locations. The player is treated to a series of special animations, VFX and cameras triggered on interaction.
|Robyte Scatter Encounter|
The Robyte Scatter Encounter was created to replace some of the destructible chests and crates in the project with a fun mini-game. In the event the player manages to destroy the pesky robyte running off with the loot, the player can pick it up. If the player isn't fast enough, the robyte will dig a way out and the player receives nothing.
The Beast Plunger was a device the Beast companion could hit and trigger other functionality. For instance, the Beast companion would beat on the plunger opening a Spider Rail. The player would have to switch from Beast to Spider companion and travel along the Spider Rail before the Beast Plunger reset.
Destructible Rocks were created to give environments additional destructive objects and method for the player to get crafting resources.
|Trap Chest Encounter|
The Self Destruct Chest Trap was a way to condition the player that they should be cautious when opening certain chests. Most chests reward the player with loot and present no danger with the exception of this trap that spawns an enemy that locks onto the player and does a punishing amount of damage. If the player fails to dash away before it detonates, it could kill the player. Surviving allows the player to actually loot the chest for it's rewards.
|Spawned Power Cell Key|
The Power Cell was like a flying key that could fallow a preset path or follow the player to a socket where it plugs in. While the power cells would open locked doors, the player needed to find them first. They could be hidden in lootable chests, under a destructible (like in this video), in a cage waiting to be freed, etc.
|Master Spawner Spawning Enemy Caterpillars|
The Master Spawner was originally only intended to deploy small enemies in intervals and while doing so, expose their spawner hatches to damage by the player. In the case of the Master Spawner and Caterpillars, the behavior changed. When the player was detected, 4 or more Caterpillars would be deployed and the Master Spawner would swap spline paths and escape.
|Master Spawner Switching Paths|
In this video the Master Spawner deploys 4 robyte enemies that fly at the player. When all 4 correctly deploy the Master Spawner swaps paths and moves to a despawn location.
|Core Analyzer Room|
The Core Analyzer Room was the first dungeon level I was responsible for in ReCore and one of the only dungeon levels that has no combat. The player progresses to a huge room with a center platform and two towers. After using a terminal in the center, the two towers descend to expose core pedestals that require an orange and green colored cores. The player must progress through the dungeon and return with the cores to activate the Core Analyzer in the center. The Core Analyzer is used to analyze the prismatic core that Joule has collected to progress the story line.
The Analyzer Ring needed to be animated into place so I used the Unity3D Animation Tools to make this happen.
|Health Pickup Prefabs|
The video shows three different ways to deliver the Health Pickup to players: Standard Pickup Loot, Treasure Chest and Dog Digging Pickup.
|Ambient Fly By|
This ambient fly by actors were a prototype to the final version that made it in the game.
Additional ambient actors were added in the far distance to give the player the idea that the planet was populated by enemies.
|Six Sided Power Cell Socket|
This Six Sided Power Cell Socket was a prototype and proof of concept to a much more polished version that made it in the final game. The idea was that the player would find 6 power cells located in the immediate area around the six sided socket.
The Wandering Neutral Targets that wouldn't attack the player on proximity. In the event the player attacked these actors they would defend themselves. These neutral wanderers never made it into the final game.
|Power Cell Recovery Through Dog Digging|
Another example of how a player could find a power cell.