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Quantum

Quantum

TECHNICAL DESIGNER | 3C
DEVELOPPER

STUDIO : NONE
RELEASE : NONE
PATFORM : PC
TEAM SIZE : + 1
ENGINE : UNREAL ENGINE

QUANTUM – GYM SHOWCASE

ABOUT QUANTUM

Quantum presents an electrifying single-player adventure that seamlessly blends parkour, platforming, and puzzles. In this technical design project, you’ll master the art of wall-running, climbing, constructing, detecting, activating, and much more as you navigate through a thrilling journey !

TECHNICAL LEVEL DESIGN PROCESS

RESEARCH ON THE FIELD

WHAT DOES THE LEVEL DESIGNER NEED

ADAPTING AND SIMPLIFYING

LEVEL DESIGNERS ARE USING IT WELL !

CORE INFORMATION

During this project, I developed a Dynamic Camera System that smoothly transitions (lerps) based on the character’s current speed, providing a seamless and fluid camera experience.

Additionally, I implemented various camera effects to enhance mechanics like jumping, landing, wall-running, and sliding, further enriching the gameplay experience.

For a more in-depth understanding of the camera effects, the blueprints provide detailed explanations. I typically begin by creating a timeline for specific camera movements, adjusting the target arm length, offset, and other necessary variables. Additionally, I incorporate FOV effects when needed.

For this project, I’ve implemented almost every player-related mechanic using components in Unreal Engine 5. This approach significantly enhances the flexibility and maintainability of the codebase. Using components in UE5 allows for a modular and organized structure where each component encapsulates specific functionality, such as movement, interaction, or combat.

For a more in-depth understanding of the camera effects, the blueprints provide detailed explanations. I typically begin by creating a timeline for specific camera movements, adjusting the target arm length, offset, and other necessary variables. Additionally, I incorporate FOV effects when needed.

For Quantum, I created the Animation AnimGraph and EventGraph within the Animation Blueprint. By using LayeredBlendPerBone, I was able to achieve more realistic and dynamic animations.

When developing ingredients or tools for level designers, I prioritize creating robust blueprint classes. I ensure these classes contain only essential public variables required by the level designers, as illustrated in the accompanying images

An important step I take is adding predefined sizes to my enums. This allows level designers to select the appropriate size without needing to manually scale ingredients, ensuring that metrics remain accurate.

I used Unreal Engine 5’s Blueprint Interface (BPI) system extensively to retrieve and give information. Interfaces allowed me to define a contract for communication between different Blueprints without dictating how these Blueprints should implement the functionality. .

These pictures illustrate my process of creating ingredients within UE5.

By default, this panel is concealed and appears when the user clicks on the section title. Input relevant information about its title using paragraphs or bullet points. Accordions can enhance the user experience when utilized effectively. They allow users to choose what they want to read and disregard the rest. Accordions are often utilized for frequently asked questions (FAQs).

By default, this panel is concealed and appears when the user clicks on the section title. Input relevant information about its title using paragraphs or bullet points. Accordions can enhance the user experience when utilized effectively. They allow users to choose what they want to read and disregard the rest. Accordions are often utilized for frequently asked questions (FAQs).

RESPONSABILITIES

RESEARCH

As a technical designer, my primary objective is to bridge the gap between the level designer’s requirements and our project’s production capabilities. I strive to craft a robust code architecture that seamlessly accommodates everyone’s needs, ensuring a harmonious and efficient development process.

DOCUMENTATION

The subsequent step, often dictated by the project’s complexity, involves meticulously documenting all essential components, variables, and requirements for our level designers. This comprehensive documentation serves as a valuable reference point for everyone involved.

CREATING THE CODE

The third crucial step entails crafting a resilient code architecture and blueprint framework meticulously designed to minimize the risk of unintended errors by our level designers. This proactive approach ensures a seamless production process, facilitating smooth sailing towards the final product.

FEEDBACK AND ITERATION

The final step involves collecting feedback from our level designers and other teams, facilitating continuous improvement of our blueprints to enhance usability and address any encountered issues. By prioritizing their input, we streamline workflows and strive to make their lives easier while optimizing the overall development process.

“With a fair understanding of the development pipelines in Unity and Unreal Engine. My practical experience showcases a keen understanding of the game development process.
Additionally, I have successfully navigated projects using engines like GameMaker, demonstrating versatility and fearlessness in embracing new challenges. “

LD.LEAROSEGAGNON@GMAIL.COM

QUEBEC, CANADA