Neon lights glow through the science of excited atoms. When electricity passes through a sealed tube of neon gas, electrons jump to higher energy levels. As they return, they release energy as vibrant light, creating dazzling displays in cities worldwide.


Numbra


This game was developed in Unreal Engine 5 as a collaboration of 6 artists and 6 engineers. It was developed as a final project of our Senior year, and as our year-long last 3D game. All the content in this game was created from scratch. All the art and assets were developed by the artist team, while all the logic and game effects were created by the engineering team.

Numbra was conceptually created after games like Little Nightmares or Epic Mickey. It gives the player the oportunity to immerse themselves into a distopic and postapocalyptic world in which Nightmares have taken over. Lucy, our protagonist, will try to escape from these monsters while exploring this decadent and lugubrious city.


chapter system


We designed all the scenarios with a mission based system that associated each mission to the respective assets that needed to be loaded, unloaded or reloaded.

My work in this area consisted in creating the managing system that tracked and executed all the logic of the missions and reloading, which then was extrapolated by one of my peers to the front end of the application.

puzzle driven story


The game is based on simple puzzles that need to be solved in order to advance while escaping from the enemy agents. These puzzles are often created with objects or interactions with the enemies that need to be surpassed, making the player think and improvise.

My work in this area consisted in creating the interactive objects that comprise the different puzzles, followed by the directions of our game designers. I integrated the homogeneous physics system that was used in these objects and added the interactions with the player.

ai enemy agents


The great enemy of the game: Nightmares. These cyclops-like monsters will try to catch the player with their lights to abduct Lucy.

My work in this area was very limited. I simply created the triggers that called the agents and signaled when to start and what actions to make. I also implemented some of the sounds, while most were added by the peer who developed the AI system.

Interactive world


The player has a great variety of actions that can perform in order to enrich the game, and the same happens with the world. The scenario gives an enormous amount of interactiveness that makes the experience extremely immersive. These range from phyiscal objects, to sound and grahics effects.

My work in this area was to develop all the interactive objects that emmited some kind of sound, graphic effect or had a physical movement. This also included managing the sound system that kept track of the music, SFX and sound events, and creating the in-game visual effects that enriched the ambient.

On the same note I programmed triggers that signaled different in-game events. These ranged from emitting sounds to triggering AI actions, which were also managed by the mission manager that I developed.