MILO BARRY
GAME DESIGNER
Mechanics Showreel
Additional Showreel Context
Everything shown has been made using Unreal Engine 5's blueprints.
(Rest In Peace, BlueprintUE.com, no longer available in the UK)
Aether Hook
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Rope Swinging, calculated using a lot of vector maths. This is paired with an adaptive crosshair that shows whether a shot will land, how close it is to landing if unsuccessful, if the object is 'ungrappleable', or whether it will activate something.
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Firing the hook at a physics object allows it to be pulled using linear forces, with angular forces manually calculated to have the object rotate realistically when pulled with the hook.
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The hook can be reeled in to drag the player towards the point the shot has landed, and can allow for massive speed boosts, which has been extremely fun to make and test. This can also be used to pull physics objects.
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The player can mantle onto ledges when they hit a wall at an appropriate height. The speed scales according to how close they were to landing on the platform.
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When the player falls from the islands in the level, a portal opens up beneath them to drop them back at the top of the level. This allows them to plan their next move, and keeps the game non-violent as originally intended.
Sky Cooper
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As there was a lot of variety in the platforms used in this level, I made a tool to easily swap between the 5 variations, and combined the functionality with the destructible versions that can be destroyed by the boss of the level, so only one actor class was needed for the level designers.
Not Tears of the Kingdom
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A first-year university project at Teesside University but one I am still proud of. We were tasked to recreate the powers from Tears of the Kingdom. The player is able to pick up items using Ultrahand, and can use Fuse to join physics objects together. If the meshes have sockets attached then the power will attempt to join the objects at the sockets.
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The player is able to use Recall to rewind physics objects through time, or to have certain objects rewind on set tracks.
Beneath Normanby
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The hero asset of the game, I made the generator and all the functionality within it. This included:
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Damaging and repairing the generator. Damaging the generator caps the maximum fuel amount, with too much damage causing it to leak fuel over time, speeding up the more the generator is 'overfilled'.
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Checking the dial to give an estimate of the time remaining before the generator runs out, within 15 seconds.
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Turning off the generator, broadcasting to all the electrical lights in the level that they also need to turn off. Same case for turning on.
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Feeding creature parts (obtained from enemies) into the generator's grinder returns fuel for the generator.