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Dismember

3D combat action game

In the ambitious project, Dismember, our goal was to introduce a unique and daring mechanic allowing players to sever enemy limbs and wield them as weapons. While the concept started as a gory take on an action game during our creative endeavor, the journey was marked by significant challenges and unexpected hardships.

One of the central challenges revolved around the dismemberment system mechanic itself. Crafting a realistic and engaging system for limbs to be severed, fall off, and seamlessly attach to the player was a complex task that required inventive problem-solving.

Our journey became even more challenging when we faced a shortage of engineers. Losing two team members during development, due to personal reasons, was a significant setback that could have led to the project's demise. The project, already mechanically heavy, teetered on the brink of being dropped.

Rigging and animation added another layer of complexity. With the need for a proof-of-concept showcase, the urgency to create a functional rig became apparent. We learned firsthand that the workflow of rigging cannot be underestimated, requiring meticulous attention to detail.

In the face of adversity, the team pulled together, each member exceeding their expected contributions. Despite the hurdles, Dismember emerged as a working game, featuring a diverse array of arms as unique weapons, showcasing the resilience and determination of the team.

As the Producer and Animation Engineer, my responsibilities extended across various crucial facets of the project. From providing direction and support to overseeing the animation blueprint in Unreal Engine, importing animations and rigs, to presenting the game at the EAE showcase and conducting essential playtesting—we collectively navigated through the challenges, turning them into opportunities for growth and innovation.

 

The journey with Dismember not only showcased our ability to adapt but also our commitment to delivering a distinctive gaming experience using Unreal Engine.

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