gameplay programmer | UI Designer Unreal Engine (BP, c++) | Visual Studios | Blender | Maya | Procreate. Currently working on games like Don't Hit me , Labyrinth Lockdown, Mimic Me and Survive till the End skills: - Gameplay Programming - Game development - Game Design - Character Design - Level Design - IU Design - Unreal Engine
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Soo I really should’ve posted this a while ago but I was waiting to get marks back for it. I don’t know what my unis policy is with posting assignments but I wanted to be safe rather than sorry.
So this tri one of my classes was on animation in video games and the assignment was we had to make ‘a game entity.’ What they expected us to do was to use pre made assets and just add code in unreal engine to make them playable.
Me being *normal* and *sane* pitched IN FRONT OF MY ENTIRE CLASS (I swear everyone at that university just knows me as the miraculous girl) to make cat noir and do ALL THE ANIMATIONS from scratch. Yknow like a moron.
They’re not my best work but time constraints. I picked cat noir over ladybug because I knew I could draw him faster (all those spots make me want to die) and his pre s6 design for the same reason, I know it better so I can do it faster.
The animations I made were an idle, jump, fall, run and attack. (Everything but the attack was mandatory to pass)
I drew some new buildings for the environment (but I mostly reused spring and a storm assets SUE ME I HAD TO CUT CORNERS SOMEWHERE) and made cat noir into a *mostly* functional video game character.
Now before anyone asks. No I’m not making this into a full video game. I did it for my university and that’s it. While it was fun, I do not have the time nor energy to start a project that big right now.
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Big Update:
-Added a big secret
-1 Safe, 3 Symbols, 3 Secret Levels, 3 Secret Doors and 9 Secret Buttons.
-2 of 3 of the secret levels are already completely finished (Mini-Dipper's adventure in the enchanted forest (including retro filter)) & (Very difficult jump and run level in the style of Squid Games Green Light/Red Light Game)
-The last level is currently in progress (Mini-Dipper's adventure in Gravity Falls Mall)
-Fps improved
-Sounds improved
-Added speedrun timer
-Photo mode fixed
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feelin a bit better abt my warmups today ^^
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Awesome Game by Deviilish!
Game: Training Brains Author: Deviilish Genre: Puzzle Platform: Windows
"Training Brains" challenges players to match pairs of cards. It has solid Main and Pause menus but needs a fix for the blue sky viewport delay on start. Difficulty adjustments and a card number selection option can make it more accessible. Varied images would improve gameplay. An Options menu for screen modes and volume control, plus penalties for wrong matches, would enhance the game.
Get the game at: https://deviilish.itch.io/training-brains
#game development#hj game dev#game dev blog#video games#gaming#game dev#game design#game programming#hj game programming#unreal#unreal engine#hj game design#puzzle games#hj cool games#training brains
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Day Eight (Even even more Independant Development)
I need to figure out how to import MagicaVoxel to Unreal again.
I looked at my character I made last week and I think I don't like it with the hat on. Or I just don't like it in general.
Like why does it look like that. Abysmal.
I much prefer it without the helmet, so I think I'll go with this.
I do not remember how to put MagicaVoxel models into Unreal.
Why is it white?
I got the colour back.
Again, whenever importing anything, they're always tiny and need to be rotated 90 degrees on the X and Z axis.
I haven't gotten it correctly bound to any characters or platformer thing yet, but this is a quick overview as to what it'd look like.
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Platform Peril: successful pain pillow with finished level design and level assets for the platform. Also sound effects for coins and jumping and models for the enemies and the player character.
Next in agenda Change the assets for the power ups, give sound to power ups and start the second level
#game development#game programming#game design#hj game dev#hj game programming#unreal#unreal engine#video games#game dev#hj cool games#platformer
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youtube
Official Description
"Don't Hit Me!" is a hyper-casual mobile game designed to challenge players with time-sensitive navigation tasks. Developed using Unreal Engine and Android Studio, the game requires players to reach their destination within a set time limit while avoiding pedestrians and various obstacles. This blend of urgency and precision provides an engaging and exhilarating gameplay experience.
You have to get to work on time! You have been late to work several times and this is the last chance you have! Make sure you reach your destination within the time frame to advance in-game and discover new levels and earn in-game currency. With said currency, you can unlock perks, vehicles and more!
This is a game made by Team effort using Unreal Engine and Android Studios in Capstone Class (made by Cozy Games Studios)
#game design#game development#game programming#hj game dev#hj game programming#unreal#unreal engine#video games#game dev#hj cool games#Cozy Games Studios#Dont Hit Me#Youtube
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Platform Peril Level 1 Design: Here is another game I'm working on along with Survive till the end. I've done some easy things now I'm just doing the level design bit by bit and adding Things to the game
#game development#video games#hj game dev#gaming#game dev blog#unreal#unreal engine#game design#hj game programming#hj cool games#game programming#platformer
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Week #4 For Survive 'Till The end: I have a functional Music and SFX slider, Also A functional Timer counter. Next in the Agenda is the difficulty Settings, The Level design and A character asset for the Enemy
#game development#video games#hj game dev#gaming#game dev blog#unreal#unreal engine#fps games#game design#game dev#game programming#hj game programming#hj cool games
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Survive 'Till The end Week #3: Added Main Menu and Start Up, Implemented Spawner for the enemy and Implementation of adding a new enemy after killing the previous one
#gamedevelopment #videogames #hjgamedev #gaming #gamedevblog #unreal #unrealengine #fpsgames #gamedesign #gameprogramming #hjgameprogramming #hjcoolgames
#game development#video games#hj game dev#hj game programming#gaming#game dev blog#unreal#unreal engine#fps games#game design#game dev#game programming#hj cool games
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Labyrinth Lockdown is now complete and available for download. In this game, the player must locate five keys that will grant them an exit from the intricate labyrinth. However, the player must remain vigilant, as creatures within the labyrinth relentlessly pursue them.
Download at hjcoolgames.itch.io/laberynth-lockdown
#game development#game dev#video games#hj game dev#hj game programming#unreal#unreal engine#fps games#game design#game programming#hj cool games
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Admit One Dev Blog: Update 65 - New Character Model, Root Motion
Hey Everybody!
Got a pretty big update this week. I've been able to set up the new Player Character model (with some new animations) in game and get it functioning with most of the existing game logic!
So let's talk about Unreal and Root Motion. Root Motion in games is the process of moving an in game character around in the same way that the "Root" bone (the bone that all other bones in 3D skeleton are placed under) is moved around in a 3D editing software, like Blender or Maya. It allows for 1-1 behavior in movement between the two softwares, and that can be really helpful. (Unreal Engine may struggle with it to some degree in networking though, so I'll have to investigate that).
The character is able to move through the world just by playing the animation:
As it turns out, Unreal Engine would REALLY prefer that a Skeleton's Root joint is placed at 0,0,0 or the Origin Point/Center of a scene, not doing that left me with getting some inaccurate animation playback results and Root Motion as a whole, not really working. This is how it should look in Maya:
My Root bone on this Skeleton wasn't always there so getting this working required that I make changes to it, this turned out to be a blessing in disguise as it showed me another Constraint/Parenting issue that I was able to fix. Thankfully unbinding the Skinning in Maya and moving the joints around didn't cause any issues with the existing animations, it would have been really unfortunate to have redo my work there.
Re-importing the Skeletal Mesh and Animations into Unreal was a smooth process as well, but get a load of what the Idle animation looked like after updating the Skeletal Mesh but before updating the animation file:
Finally I did bit of setup work and tweaks to get the this rough attack animation actually functioning! (with some amped up physics):
Really happy with the progress this week and excited to do more on the animation front of things. Thanks for reading! I'll leave you with the Player's old Ragdoll not liking the new model:
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This is A game I did previously, Name is Labyrinth Lockdown, I updated a few things like the Walls Of the Labyrinth having concrete texture, as well as HP Bar, Stamina Bar and Buttons made by me. Also a quick widget that shows the Objective of the game and a Loading Screen.
Next in agenda for Labyrinth Lockdown, Add Enemies, (patrol, follow and attack as well as have it take damage and die), Add the Newly made Logo for HJ Cool Games and lastly make a build of the game
#game development#video games#hj game dev#game dev#unreal#unreal engine#fps games#game design#game programming#hj game programming#hj cool games
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Here is an update on my N64 style TADC fangame.
I’ve hadn’t got a lot of time to work of recently due to holiday vacation but I’m now working on it!
Im also a self taught game developer so….
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Week #2 of Survive till the end
Details: AI Enemy doing a wondering task and a Chase task once they see the placer (might add a audio sensing later), Added Health, Stamina and Shield Pick ups and Spawners which will randomly spawn one of them. Also added That if you have full bars you can't pick them up
#game development#video games#hj game dev#game dev#unreal#unreal engine#fps games#game design#game programming#hj game programming#hj cool games#game dev blog
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