Recore – Armature Studios

Recore - Armature Studios

Company: Armature Studios
Job Title: Contract Game Designer
Editor/Engine: Unity
Other Tools/Languages: Perl
Start/End Dates: October 2015 – November 2016
Primary Duties:

  • 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.


What I was responsible for:
• Configured the Power Cell keys to use a spline path to their socket.
• Animated the model pieces using the Animation tool in Unity.
• Triggered VFX to fire at specific key frames in the hatch open animation.
• Created additional VFX based on existing particle systems in the project and triggered them via the hatch open animation.

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.


What I was responsible for:
• All scripting (uScript Graphing) needed to animate, trigger VFX, and spawn enemies.
• Inner sphere animation as the force field is created.
• Implementation of an electrical knock back hazard on the sphere to prevent the player from jumping on the sphere once the force field had been triggered.

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.


What I was responsible for:
• All scripting (uScript Graphing) needed to trigger animations and VFX.
• Created some of the particle systems related to the opening of the chest.

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.


What I was responsible for:
• All scripting (uScript Graphing) that spawns enemies and triggers VFX.
• All scripting for creating the loot object.

Beast Plunger
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.


What I was responsible for:
• The creation of the Plunger itself using existing geometry in the project
• All scripting (uScript Graphing), animations and VFX.

Destructible Rocks
Destructible Rocks were created to give environments additional destructive objects and method for the player to get crafting resources.


What I was responsible for:
• All scripting (uScript Graphing).
• The creation of the pulsing color change animation for each type of rock.
• The hook up of all VFX and loot tables.

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.


What I was responsible for:
• All scripting (uScript Graphing) that spawns the enemy.
• The scripting that swaps the trap chest with a lootable chest when the self destruct enemy has been destroyed.
CLICK HERE FOR TRAP CHEST ENCOUNTER VISUAL GRAPHING PAGE

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.


What I was responsible for:
• All scripting (uScript Graphing) that spawns the power cells based on player actions.

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.


What I was responsible for:
• Custom Master Spawner path swap behavior.
• Modification of the existing Master Spawner spawner functionality to allow for spawning miniature caterpillars.

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.


What I was responsible for:
• Custom Master Spawner path swap behavior.

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.


What I was responsible for:
• All uScript scripting for terminals, pedestals, Spider Rails, checkpoints and player progress persistence.
• Tower, Camera and Analyzer animations.
• Creation of the moving platforms.
• Creation of some of the VFX found in the room.
CLICK HERE FOR CORE FOUNDRY VISUAL GRAPHING PAGE

Analyzer Ring
The Analyzer Ring needed to be animated into place so I used the Unity3D Animation Tools to make this happen.


What I was responsible for:
• Analyzer Animations.
• Analyzer VFX.

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.


What I was responsible for:
• Creation of the 3 different prefabs.
• Hook up of all VFX and SFX.

Ambient Fly By
This ambient fly by actors were a prototype to the final version that made it in the game.


What I was responsible for:
• Creation of non-combat actors from the combat enemies in the project.
• Triggering, speed and pathing of the actors.

Ambient Actors
Additional ambient actors were added in the far distance to give the player the idea that the planet was populated by enemies.


What I was responsible for:
• Creation of non-combat actors from the combat enemies in the project.
• Triggering, speed and pathing of the actors.

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.


What I was responsible for:
• Creation of the six-sided socket prototype.

The Wanderers
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.


What I was responsible for:
• Creation of a new faction of enemy that was neutral by default and an enemy on attack.
• Hook up of all companion parts so they could be used by the neutral wanderers.

Power Cell Recovery Through Dog Digging
Another example of how a player could find a power cell.


What I was responsible for:
• Special spawn behavior based on the dog successfully digging up a dig spot.