Slums of Elysium

Features & Credits

Player Pawn | Character and animations supplied by CG Spectrum. Character control via Character blueprint, Blendspace and AnimBP.

NPC | Character and animations Paragon Dekker. Child character blueprint. Wander and alert AI system. Animation montage for use within a triggerable level sequence.

Environment | Soul Cave & Infinity Blade Grass Lands assets. Vertex painting. Decals from Textures.com.

Custom Shaders | Hologram and Glass shaders.

Lighting | Custom lighting fixture from architectural IES profiles. Level lighting. Volumetric fog. God rays.

Custom VFX | Steam VFX and character Thruster which has a variable transferred from the jump force in the AnimBP to Cascade to set the power of the Thruster fire.

Additional VFX | Dissolution Examples, Portal Pack, Infinity Blade Effects.

Post Processing | 3x Post Process volumes with individual LUT profiles created in Photoshop.

Audio | SFX from freesound.org. Soundtrack ‘Inspired’ by Kevin Macleod from filmmusic.io.

HUD | Splash, start, pause, death, win, set resolution, set volume, in-game interactions, orb screen flicker.

Level Sequencing | Opening cinematic, Slum cutscene, Cave cutscene.

Game Interactions | Coin pickup, Destructible orb / key pickup, Moving platforms, Dekker dialogue, Rotating wheel interactive / Door interactive (modified BPs from Easy Interaction System).

Game Systems | Player jump, Player death, Player respawn, Object interaction, Level sequence triggers, Objective triggers, Level gating, Camera switching, Score system.

Profiling | Performance enhancements in interior scenes to improve GPU draw.