Cloud Catcher
Independent project
Game Designer
Tools
Unreal Engine 5
Blender
Overview
Cloud Catcher is a first person platformer-shooter. I was solely responsible for all aspects of the project's development including design, art, and programming (Blueprint scripting).
The goal of this project was to create a novel mechanic and then build a small game around it. In Cloud Catcher, the core mechanic is the player's ability to vacuum clouds to collect them as ammunition and then shoot them to place them back out as platforms to facilitate greater player autonomy in platforming gameplay.
Highlights:
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Created all game features using Unreal Engine 5 and Blueprint Visual Scripting:
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Created player abilities including suctioning and shooting cloud platforms, refreshing cloud platforms, lateral dashes, and multi-jumping.
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Interactive environment elements including collectible clouds, proximity mines, moving platforms, and automated turrets.
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Created 7 linear platforming levels.
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Built 3 different 'zones' with increasing difficulty in order of Desert, Forest, and Arctic. Each zone increased the difficulty of platforming while adding novel hazards for the player to negotiate while trying to find collectibles and get the best time.
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Used static asset placement, foliage mode, and lighting settings to set dress and light each level according to the theme of the zone.
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Created 3 modular environment art kits.
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Built a generic asset kit of rocks, cliffs, and grass to be used across all levels as well as more specific asset kits of trees, flowers, and platforms to be used in the specific themed zones of Desert, Forest, and Arctic.
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Created a genericized flat-color material to instance into different colors and physical properties across all of the modular kit assets.
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