This game was created in one month by a team of seven for Alchemy Jam 7 using Unreal Engine, with a heavy focus on enemy AI behaviors, modular equipment systems, and high quality models, animations, and sound, all developed in-house with original, handmade assets and systems. Our game came in ______ out of 130 participants.

Golemancy is an auto-battler in a 3D arena, and as such I spent a lot of time working on EQS and behavior tree systems, giving the golems sight, damage sensing, and mult-target management capabilities. Golems explore towards the center of the arena, find most optimal opponents, and fight based on range or melee preferences set by the items equipped. The finale of the game comes with a 4 team mass-battle, with complete team management handled to allow each team to fight other opponents.

I designed the mazelike structure of the arena, the patrol point system where golems become biased to explore closer over time to the center of the arena, and all combat stats, part designs, and behavior creation.

I lead overall design for the shop system, working with the ui/ux engineer to create the systems seen to the left, allowing per-golem management that carried between levels.

I developed the reroll logic in both C++ and blueprint alongside part typing, and worked with non-technical animator to implement animgraphs, blend by enum and part regions, to give golems and shopkeeper independent movement and individual arm animations with no breakage.

Golemancy on Itch
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Frog Knight