This is my most ambitious project to date. Together with a friend, I set out to combine everything we’ve learned over the past few years into an online co-op horror game built in Unreal Engine 5. The project is currently still a work in progress.
In the game, you team up with your friends to explore space stations and other locations, where you complete tasks and gather valuable items. These valuables can then be sold at an outpost to purchase new tools and upgrades.
For this project, I was responsible for creating all of the art and developing almost all of the gameplay systems. My friend focuses on implementing and replicating these systems for multiplayer, ensuring a smooth online co-op experience.
For this project, I am responsible for creating all of the visual assets. I model everything in Blender and texture my assets in Substance Painter. We intentionally use simple, clean textures, which are then enhanced using post-process shading in Unreal Engine 5 to achieve a distinct and stylized look.
My work includes sculpting the monsters, designing and building modular space station pieces, and creating a wide range of props. The modular assets are used in a random level generation system, where different rooms and components are dynamically assembled to create varied and replayable environments.
In addition, I created the player character, the player’s ship, and all interactive tools and items used throughout the game. This ensures a consistent visual style across every aspect of the experience.
I designed a modular level system. All pieces are created in Blender to fit together seamlessly. This includes basic hallway modules such as straight corridors, turns, and crosspoints, all built to align perfectly with each other.
On top of these foundational pieces, I also created larger and more complex rooms. These more interesting spaces connect to the modular hallway system, allowing for varied and dynamic level layouts while maintaining consistency and structure throughout the environment.
I created the generation system in C++ and it works perfectly for our game. This way we can create levels fast and keep them replayable.
The player character is designed to support fast and flexible movement. Players can run, jump, crouch, and slide, allowing them to navigate environments dynamically. In addition, they can pick up and use a variety of tools and items that are essential for surviving and completing objectives during gameplay.
The ship functions as a central hub between missions. Inside the ship, players can craft new items at the workbench, select their next level using the map table, and sit in the pilot chair to start the next mission. This creates a clear gameplay loop between preparation, exploration, and progression.
This project is developed in collaboration with Daniel Marquez Rubio, who is responsible for the more technical stuff like multiplayer replication, network implementation, source control, tools and complex enemy AI.