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Student Projects

Candypocalypse

Project Details

Skills on display:

  • Animation blueprinting
  • Combat system with combos and special attacks
  • Pickups
  • Weapon switching


The video above showcases the mechanics I programmed for a student project named Candypocalypse, a hack n' slash platform game as part of our studio course. I was the gameplay programmer and overall Tech Lead on the project, in charge of programming the primary gameplay mechanics.

Software

  • Engine: Unreal Engine 5
  • Role: Tech Lead/Game Programmer

The Armillary Crystal

Project Details

Skills on display:

  • Material transitions
  • Niagara particle systems
  • Sequencer (camera shots, transitions, etc.)


The hero asset shown above is a combination of an armillary sphere and a crystal ball; combined to form a sort of "armillary crystal". Consists of a brass frame with movable rings around a purple crystal orb. The asset transitions from a tarnished state into a polished state through the use of particle systems to simulate magic.

Software

  • Models: Autodesk Maya
  • Textures: Clip Studio Paint, Photoshop & Substance Painter
  • Sound: Audacity
  • Engine: Unreal Engine 4.26

Untextured base model.

The Castle Machine

Project Details

Skills on display:

  • Modular asset production/integration
  • Spline-based model integration (pipes, barricades, etc.)
  • In-engine lighting using RTX
  • Set-piece construction in engine
  • Sequencer


The set piece above is a castle chamber reworked into a magical boiler room; its hero asset being the titular "castle machine" at its center. Pipes are twisted into brass boilers that power the machine; carts filled with coals that are shoveled into the boilers for fuel. These brass pipes breach into the walls & ceiling of the chamber, with cables winding into parts unknown.

Software

  • Models: Autodesk Maya
  • Textures: Clip Studio Paint, Photoshop & Substance Painter
  • Engine: Unreal Engine 4.26

    Escape the Labyrinth

    Project Details

    Skills on display:

    • Blueprinting
    • Sound mixing
    • Sequencer


    This project was to create a simple game using pre-existing assets, with the purpose of showcasing my blueprinting skills to create unique mechanics. In this short demo, the player is tasked with escaping a collapsing ruin before the timer hits zero, in which they may choose a multitude of routes in order to reach their destination. Aiding them is a simple "hookshot" like gun that allows the player to shoot towards glowing yellow points on the map.

    Software

    • Engine: Unreal Engine 4.26

    Copyright © 2024 Conor Garrett - All Rights Reserved.

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