Hope in the City
Disclaimer:
Through proud of my work and this project’s message of tolerance, I choose not to share publicly about it.
During my two-month contract on this project, this team of 8 developers was pushing towards a second playable demo deliverable to show publishers improvements to their gameplay systems.
I was hired to assist with camera technology and implementation, but I quickly saw an opportunity to help them deliver root motion-based locomotion systems. With their approval, I prioritized this higher value gameplay work instead.
I achieved a key production goal by removing all player character foot-sliding from the gameplay animations.
Main responsibilities:
Delivered a new locomotion system in Unity C# to move player character
in 3d spaces at walking and sprinting speedsTo better match the desired animation properties, this required a systemic application of root motion animation that could then drive character movement through delta values encoded from Maya
Tuning speed and state transitions, then handing off tuning parameters to a junior designer

Implemented level loading systems that faded to black & from black to reflect timing specified in data
Championed division of scenes into sublevels for improved workflow efficiency across disciplines
Created a system for scenes to be collected in a database that would load all required sublevels and secondary scenes, by default; in order to to enhance distributed editing workflows



