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Incursus

Project: Incursus is an alpha stage project that I helped create in ten weeks with 5 of my classmates. We wanted to make a tribute to the arcade classic Space Invaders, but with a twist: you get to play as the aliens invading earth in a 3D FPS game play setting. The backstory is that the aliens feel threatened by the wasteful and dangerous tendencies of mankind, so they're seeking to "cleanse" the planet and give it a fresh start.

My Role: With a group size of six students, my role was to manage and create the game design documents and make sure we met our development and design goals. I also did some of the texturing, material work/physical based rendering work, some technical art, and minor scripting for things like pickups and menu interface functionality. Kevin Achen and I led most of our design decisions and determined what we and our team were able to push art and tech wise in the amount of time we had for this project.

Platforms: MS Windows

Technology Notes: Unreal Engine 4.10.4, Maya 2015 & 2016, Adobe Photoshop CC, Headus UVLayout Pro, Quixel Suite, and Audacity.

Art: Aside from working with our lead programmer to make sure that everyone got their assets into the game and met functionality needs, I was able to work on art and models for the pickups as well as technical art for shields and some planet defense materials. A lot of the flashing materials were very similar and some could be made from material instances, they just needed minute changes, so this made it easy for new iterations, performance, and re-usability.

Design: With a need to put a lot of our design choices into form to be used by our team mates and possible players of our game, I led the design for a lot of our documentation, as well as gave members of the team templates to work from when filling out the assets they were responsible for completing.

Scripting: This project started without anyone focusing their skills as a programmer, and so there was a lot to learn so that we could share the load a bit. I looked into Blueprint menu scripting for unreal and managed to help our artist-turned-lead-programmer in getting a working menu system for our game. I also helped make the base actor for our pickup system, which our lead programmer later specialized for the different pickups we would need (Shield, Health, Bomb).

For more game info, click here to check out the lead programmer's page here

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