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  • Size: ~20 people

  • Duration: 24 weeks (active for 8 weeks)

  • Roles: Gameplay Programmer

Cry of the Fox

Cry of the Fox is a game about a stray fox trying to escape a post apocalyptic Paris.

This game has been made during our second year at Buas and took 24 weeks. I joined this project as a gameplay programmer in the last 8 weeks which was focused on the release of the game and we had a team of 20 people during this phase.

Mantle mechanic

Before I joined this team, there was a prototype for a mantle mechanic, which used pre-placed boxes which would be used as places that the player could jump towards.

When I joined the team, I created a new system out of this prototype. The new system changed the mantle to be more free-form allowing the player to have more freedom, while making it easier for the level designer to work with as it did not require placing any manual boxes anymore. 

While working on the new system, I also worked closely with the Animation team to help them set up the animation blueprint with the jump to make it feel more realistic.

I held a meeting with the tech designer and the main level designer to discuss the requirements of the mantle mechanic.

The initial prototype made by a tech designer.

image_2023-06-27_152630720.png

Final result of the jumping mechanic.

After the project was done I spent some time redoing the jump mechanic to transfer it from blueprints to C++ which can be found on my GitHub.

Option menu

I worked different parts of the UI with a focus on the option menu.

 

The option menu has custom sliders for changing volume and options to change holding down a button or just pressing it. 

The menu also can change the render quality of the game so that people with varying qualities of computer could enjoy the game.

Scent mode

Another Player mechanic I worked on was the scent mode. 

The scent mode allows the player to see the enemies better and get an idea of where they are walking to plan out a way around them.

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