
LOO ZHENG-JIE

Otherlife
|
Student Final Year Project 2022
Other Life is a first-person exploring with emphasis on immersive environment and challenging puzzles. The game is developed in Unreal Engine 4 (UE4). The game tells the adventure of an alien explorer, sent out to scour the stars in search of new life. After detecting a significant energy signature on a nearby planet, you and your trusty AI companion happen upon the remnants of an alien civilization, brought to ruin by an unknown catastrophe. Armed with unique light-based technology, explore and discover the truth behind this interstellar mystery.
Project details
-
Team name: Infinity Studios
-
Team Capacity: 9 Person (2 designers, 3 artist, 3 programmers)
-
Project Duration: 6 months

Involvement of the game
1.0 Gameplay programming
Using Unreal Blueprint Visual Scripting, the technical team is tasked to bring the designer's work to life in unreal engine. Here are the mechanics that I have done for the game.
1.1 Elevator system
The elevator that are present in this game is an actor that is placeable throughout the Unreal editor. The core mechanic of elevator is the implementation of light passing through the "keystones" that are in the switches in the elevator. For example, when the keystone in the moving platform is shine, the elevator will rise.
.png)
For convenience for the designers to set up the elevators in the game, the elevator has a self adjusting mechanic where it will adjust to the height that the designer desire when the game runs.

1.2 Popup System
Some interactables that are present in the game will have a widget popped up as an indication for the players when near, the popup disappears when the player is out of range.

The behind the scenes is that actors that are interactable determines the distance between itself and the player character. When the distance hits within the threshold, the function that shows the widget will be carried out.

1.3 Level blueprint setup
Some of the mechanics function varies of the environment. I have been tasked to connect the actors function together in the level blueprint.

2.0 Dynamic Sound Implementation
I believed sound is an important aspect in game. Hence, I take up the role to implement a dynamic sound system to the game using a third party sound effects engine (FMOD). The dynamic sounds that are present in the game are as follows.​
​
-
Adaptive footsteps that changes according to the physical material the player steps on.
-
Adaptive ambience and music according to the player's location via triggers.
-
Reverb Snapshots that brings the reverb "filter" to applicable sounds.
