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Below Their Sight - Entities/Creatures

Below Their Sight is an exploration narrative game, taking place in a post-apocalyptic city, where an unknown cataclysm remains to be solved: the appearance of gigantic entities in your world.
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On the project, I am responsible for creating procedural content to support my artists and game designers, integrating particle effects and complex shaders into the creation of our various entities, and optimizing assets within Unreal Engine 5.
Here are some entities/creatures create 100% with Niagara, Shader Graph, and HLSL.
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As part of this project, I received artistic help from:
https://www.artstation.com/alicia_philippe60
Concept & Texturing Artist
https://www.artstation.com/renyx
Game & Level Artist
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If you want to see more about the project, I invite you to see our oral presentation: https://www.youtube.com/live/oZLmH9V9B0U?si=k3Eq9OwUesP04siJ&t=18728

The Welder Entity is a creature that attempts to repair the damage caused by the cataclysm it brought about.

The Welder Entity is a creature that attempts to repair the damage caused by the cataclysm it brought about.

The Welder entity exhibits different behavioural states through a strict routine: Hunt, Burst, and Passive states.

The Welder entity exhibits different behavioural states through a strict routine: Hunt, Burst, and Passive states.

Welder Hunt - Projecting protuberances at random to target Shards.

We use a Scratch Module instead of a Shape Location because we needed to calculate the protuberance's movement to attach it to a collider.

We use a Scratch Module instead of a Shape Location because we needed to calculate the protuberance's movement to attach it to a collider.

Welder Burst - Launching untargeted hits in a lot of directions simultaneously.

Welder Passive - A state where the entity is just moving to recover its power.

My work of integrating the Welder entity is entirely based on Alicia Philippe's concept art.

My work of integrating the Welder entity is entirely based on Alicia Philippe's concept art.

The Mesh Entity is a creature that blocks the player's path, resembling a large hanging sheet. However, its behaviour in-game is more like that of a spider's web.

My work of integrating the Mesh entity is entirely based on Alicia Philippe's concept art.

My work of integrating the Mesh entity is entirely based on Alicia Philippe's concept art.

The Shards come from Closed to Opened. As long as the shard is closed, it is harmless. When it becomes open, it alters the world around it.

The Shards follow the position of the camera, and the stars become smaller and smaller as the player gets closer.

Shards are static manifestations of the Fracture, dispersed in the game world.

Shards are static manifestations of the Fracture, dispersed in the game world.

Players can observe different manifestations of entities/fragments and conclude them through the game's narrative.

Thanks to the blue vignette effect, players receive more feedback when they perform an observation action.

Thanks to the blue vignette effect, players receive more feedback when they perform an observation action.

Player Death. My work also involved producing FX feedback in response to the players' actions.

Thanks!

Thanks!