Scavengers

Overview: 

Scavengers was a Third-Person Cooperative/Competitive Survival Shooter. Created by a small group of passionate, experienced and multidisciplinary developers, it was an ambitious project with plenty of exciting challenges.

Skills: Design, Tech Art, Keyframe Animation, Mo-Cap, Cross-functional Collaboration, State Machines, Visual Scripting

Tools: UE4, Maya, Photoshop, XSens

Platform: PC, Xbox, PS

Team: Midwinter Entertainment

Animation and Design

Working with our talented designers and engineers, I led the design of the player mechanics, creation of the animations, and animation systems that supported multiple features and character archetypes. This project wouldn't have been possible without taking advantage UE4's robust State Machine and Blueprints.

Some key features include; Mantling, dodging, sliding, melee system, varied surface movement, IK systems, vehicles, weapons, weapon swapping/stowing, items, abilities, player weather affects, and interactions

"Scavengers is a brutal and bitterly cold multiplayer survival game with a great slide"

"And then there's Scavengers' slide. This game's slide is fantastic. It defies the laws of physics - you're able to slide down snow-drenched hillsides for ages, and then, at the bottom of your slide, leap up for a nicely-animated jump boost. It's just a huge amount of fun to slide in the snow all over the place in Scavengers. The developers have done a great job of making it feel intuitive, and I can see myself using it a fair bit. You can shoot while you're sliding, too - even as you jump out of a slide. I can see Scavengers' slide being one of the more advanced combat mobility options, and it'll be incredibly satisfying to down enemies while using it."  -Eurogamer

Featured Examples

Item Use Blending

I setup a state machine that blends item use with core movement. It takes advantage of both local and world space upper body blending depending on the player state.

Challenges: Blending montages with different move states, action matrix, weapon visualization

Two Handed Melee

We created a melee system within Unreal that gave us the tools we needed to build and tune a variety of melee weapons.

Challenges: IK systems, stamina system, root motion blending, player snapping/targeting, animation blending, supporting multiple states, directional reactions, and making melee viable within a shooter.

Movement Mechanics

I led the design, animation, and state machines of the player slide. Taking feedback from the team along the way, it turned into one of our games defining features.

This iteration allowed players to crouch while in air to initiate a slide and continue their momentum. This was our depth mechanic that allowed players to take advantage of the terrain for combat or traversal.

Challenges: Visual readability, animation and player state transitions, and creating consistent and polished feeling inputs.

Bow Firing States

I used and animated a system that blended multiple montage slots with different player states. This allowed the player to seamlessly blend between ADS, Hip fire, Crouch, and Sliding during any part of the bow's windup and fire animations.

Challenges: IK systems, animation and montage blending, weapon IK's and animation, projectiles, and camera tuning

Weapon Prototyping

This is one of the many melee weapons this character could obtain. Using the tools that I helped create in Unreal allowed me to stand up new mechanics quickly. This weapon had the ability to launch themselves forward. This gave the weapon a melee ranged attack and gap closer, while adding mastery by allowing it to seamlessly transition into our sliding mechanic.

Challenges: Blending root motion, branching combo system, "ranged" melee weapon, animation blending.

Establishing Vision

I built levels from scratch using in game assets. I also posed characters, worked on lighting, atmosphere, and compositions to help the Art Director with their final vision. Midwinter was a small and scrappy team, and we enjoyed helping anywhere we could.

This was just a portion of what I had the privilege to work on. Contact me at ReeceMills@Gmail.com for additions information.