PC VR Game - Unreal Engine 4.3 - 2024 - 9 months

The Pitch
Clean History: The Last Shift
Fired by your company, you've decided to return to the scenes you've cleaned up in the past, to destroy everything and take revenge on employers too stingy to pay you your salary.
We changed the game from a cleaning game to a fun experience where you need to make a mess of everything.
Making cleaning understandable and fun, and implementing it into the gameplay flow, took more time than we had. Our playtest phases revealed that the player really enjoyed dismembering, breaking and burning. So we completely changed our approach in order to favour the experience, and we applied ourselves to adding interactions, signs & feedbacks, side quests, and created the beginnings of a juicy scoring system.
My Role
Development and Maintenance of the Blood System
As part of my work, I developed and maintained the blood system, as well as features related to it. While I am not a Technical Artist, I enjoy the problem-solving aspect of this kind of challenge. In a school project, we are often required to touch on various aspects of development.
The blood system is one of the largest and most complex systems in the game, requiring significant research and development. It was implemented using Render Targets and material modifications within Unreal Engine, specifically through UV mapping and pixel manipulation on materials.
The system allows for the precise application of blood to all 3D objects in the scene, with adjustable size, and it can also be removed accurately. Additionally, it calculates the exact amount of blood in the scene to determine the player's total score. This system differs significantly from decals, as it offers far more control and allows for precise calculation, something decals do not support.
Given its resource demands, this system required multiple optimization passes, including dynamic adjustments to Render Target sizes and changes to the RTF format to improve performance.
Other Contributions :
- VR Grab Interactions: Worked on the implementation of object grab interactions in Virtual Reality (VR).
- Burning System and Usable Torches: Developed a system for burning objects and interacting with grab-able torches within the scene.
- VR Optimization: Enhanced overall VR performance for a smoother and more immersive experience.
- Belt-mounted Blood Sprayer (karcher): Developed a blood sprayer device that remains attached to the player's belt. This required solving complex mathematical problems related to VR interactions to ensure the device remains properly positioned.
The Game
• Destroy Everything
• Burn Everything
• Cuts Every body
• Put Blood Everywhere
1 Entire Game (Feel free to scroll through the video)

Wipe Blood feature (Still in the game/level but not used by the new Game Concept)
Another Entire Game

Torches and Burn Assets

SOON ON STEAM
The Team
Game Designers
Game Producers
Alexandre Garraux, Aurélien Garraux
Programmers
Game Artists
Sound Designer
Elise Cabrol, Baptiste, Jonathan, Hugo