Woolfe: The Red Hood Diaries (Unreal 3, C++)

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A hack and slash platformer set in a gothic steam-punk world inspired by the origin of fairy tales.

Responsible for: (Unrealscript, UE3 engine edits , C++)

AI in general including:

  • Path-finding (A* navmesh path-finding, expanded on standard UE3)
  • Combat decisions
  • Avoiding other pawns by way of HRVO
  • Customizable behaviour based on a module system

Other:

  • Environment objects
  • Destructable items
  • Pickups
  • Materials and custom material handles camera fade out and re-materializing objects
  • Special skills for LRRH including all post processing
  • Base of saving profile data
  • Music sync and crossfading
  • Subtitle internal system
  • Data transfer between levels
  • Achievements for steam
  • Etc.

Woolfe: The Red Hood Diaries is the first big in-house project of Grin. Starting out as a small animation piece in the portfolio of current lead artist Davy Penasse. It has grown to be an enormous project. The team only containing a small number of people at the start. I joined the studio for my internship during my last year of DAE. After 4 months of internship they decided that they liked my work. After the internship I was asked to continue working on Woolfe and did so with as much passion as I could muster.

Working on Woolfe was a mind blowing experience. Learning more about the inner workings of the engine every day , I am still finding more and more little features and little problems. Even as an intern i was mainly responsible for AI in Woolfe. starting from rewriting decision making in the controller when I had only just started my internship to making the AI path-finding and behaviour more robust in more recent months.

When the AI did not need work or features I was busy fixing bugs and adding a ton of other small features ranging from tools for the leveldesigners to adding more environmental objects that could use some interaction such as destroyable items and pickups for health or points. A lot of time went into post-processing as well, adding custom effects and allowing items to overlay on the foreground with custom shaders and settings everywhere.

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