Aaron Holladay - Narrative Design


My name is Aaron Holladay, and I helped to create Double Action which is first-person shooter game.  Most of the things we did on this project is as a team. The work that I did for this project is:

  • Fog material
  • Landscape Material with distance fade
  • Created Terrain
  • Assets
  • VFX
  • Lowed door with Triggers (blueprints included) (multi-triggers added with Jaedon's assistance)
  • Modeled, UVed, and Textured the three dominant enemies
  • Helped render the level by adding materials to walls, floors, etc.
  • Added targeting to the green Model (Jaedon helped with the blueprint)

Assets

Crates for data - Box | Fab

Satellite - Satellite|Sketchfab

Models

Blue robot


Green Robot


Red Robot


(Models are inspired by Annastachia's amazing concept art)

VFX - Simple Particle Burst | Fab

Game Balance

The game our team created is a first-person shooter game where the player can attack with their fists, a six-shot pistol, and a two-barrel shotgun.  The goal was to make a toy like game with fun enemies and weapons. The objectives that the player has to complete is to collect the data from the crates, destroy the satellite, and escape to the jet ski.  The player will be met with several monsters along the way and a few puzzles that gives access to new weapons the player can use to complete the game.

The best part of creating this game was the awesome teamwork I experienced with Jaedon and Annastachia. Also, making the models and importing them into Unreal Engine 5 was fun and informative because I have always wanted to know how I am able to get my models into Unreal Engine. The fog and the sliding door with triggers are items I used in the past, but Jaedon helped me with creating a multi trigger door, which is awesome. 

The problem child, yet again, is GitHub because by the end of the project it decided to flush 8 hours of work for our team causing huge issues. The other issue was the landscape. The custom materials that Jaedon had made were not working with the landscape material and it forced me to create a new material but after that was finished the paint layers did not want to blend. I did add a distance fade that activates once the player approaches the landscape, and the distance can be adjusted which added a nice touch to the terrain. 

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