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Metaleux Trailer
Morvoren Trailer
A few decades from now, the largest AI corporation, Metaleux, dominate the world’s robotic, technology, media and military industries, holding humanity in an oligarchic grasp. Rampant overconsumption reduced the planet to a wasteland, so this company created a series of gigantic terraforming machines to reverse the environmental damage. However this was done a rushed public stunt, and it went wrong. The company then similarly responded by releasing robotic sentinels to hunt them down. These knight-like robots were more successful than conventional military, but were 300 years too slow. You play as one of the remaining sentinels, long after the death of humanity, uncovering the true impact the terraformers had, making you question the honourability of your mission.
Set in 1800's Cornwall, Morvoren is a third-person Fantasy Adventure RPG packed with fantastical creatures inspired by nearly forgotten Cornish tales. Our team strives to create a puzzle-based playable demo. The artistic route we aim towards is realism. Our level focus is navigating through the winding Tin Mines and expansive natural caves and completing puzzles to escape the suffocating mythos known as 'Knockers'
Breakdown of Design
3 pieces that are entirely my own design
Designing Stomp Attacks for Large Enemies
The enemy calculates where the player is in relation to the distance between each leg and then launches an attack based on their location.
The attacks being: front leg stomps, back leg kicks, underneath the belly, for a bellyflop or a far away jump attack and laser attack.
This is to adapt to be able to hit the player from wherever they are in relation to the large enemy so there is nowhere they can run other than away (envoking the laser attack) or to dodge at the right moments, forcing the player to engage in combat.



Designing Laser Attack System
The laser attack uses a prediction system that calculates the velocity of the player and then the trajectory needed to hit the player, predicting where the player will be within a set period of time.
I suggested it as a long-distance attack so the players cannot run away and keep their distance to recover without consequence. And it isn't impossible to dodge, but it is about good timing to avoid being hit and taking damage.
I created a video for an assignment showing how I made the continuous laser and then later down the line I turned that into a predictor laser and then made shooting bullet type laser using similar systems.



Designing Detachable Parts
For each limb:
When the health of each individual leg reaches 0% or lower, I call a similar function to the detachable armour, which similarly blasts away and then destroys.
After each leg is detached, M01E’s attacks get faster with fewer pauses in between attacks to create a more panicked atmosphere, whilst using an additive animation to show the visual damage being inflicted.
For the armour:
When individual legs reach below 50% health, then the armour detaches then blasts away, destroying itself to clear space for the combat arena.
The detachable armour is to show the visual damage the player inflicts onto M01E, as we want this fight to be an emotional journey in the game, tearing apart these huge enemies in an emotional conflict and to see the visual damage is a impactful choice of the player.






