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LONE WOLF

Game Director &
Technical Artist

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Toronto Film School

Final "Capstone" Team Project

~1 year total development time (9 mo.)

Completed 2017

Final and WIP Screenshots

About Lone Wolf

As the Toronto Film School's Capstone Project, I worked in a 10-person group of students calling ourselves  "Tiny Pyre Studios" to create a small playable demo/prototype that we called Lone Wolf. For most of us, it was our first experience designing and producing something even close to a finished game product. I volunteered and was selected by my peers as the Game Director for the project. This means on top of my duties as an artist, I was responsible for directing and managing the entire project, taking place over about 6 months of pre-production and 3 solid months of production time!

Lone Wolf is a top-down action shooter set in an early-mid 19th-century silver mine, where the player controls Vincent Argo, a man who's recently contracted lycanthropy and has to escape the wrath of the local villagers who are out to get him!

Download our showcase build here!

Cinematic

Here's the intro cinematic to the game. There's voice over and music here, so be aware with your audio device!

My Work (in no particular order)

  • Level & Environment Design; Brought the level that we created together as a team from concept to playable with modular level pieces in UE4. Constantly updated and improved the design and playability of the level as we neared our ship date. Also worked extensively with UE4 Blueprint scripting to create a lot of added functionality for the level without taking away valuable programming time from our two programmers.

  • Gameplay Design; Created and updated documentation for mechanics and abilities for the player and enemies to use during the course of a game session (miner charge/stomp, for example.) Lots of spreadsheets!

  • Showcase Presentation; Presented the game to a room full of peers and professors once the game was at the deadline. Talked about the production of the game, what we learned, what we would improve, etc. Also presented and demoed the game to another school campus, where our voice actors were from. 

 

 

 

 

 

 

 

 

 

 

  • Art Pipeline Creation; Helped create and manage the order in which art content was created and imported into the engine for use. Acted as a "final checkpoint" for most art content, and frequently held reviews and critiques with our Art Director to ensure a consistent artistic vision.

  • Documentation; Managed and organized documentation so that everyone was on the same page during development. Created and edited Game Design Document, Art Style Document, Narrative, VO Lines, etc.

  • Lighting; Created, managed, and updated all lighting setups in the game world. If it's lit in Lone Wolf, I put it there.

  • Visual and Particle Effects; Created 2D and 3D VFX and made sure all effects worked when they were supposed to in the game world (I created the majority of the effects in Lone Wolf, but not all of them.)

  • Shaders & Materials; Created and managed all of the shaders and materials within the UE4 project and made sure that they were as optimized as possible and running well. A specific one was our "wolf-vision" effect, allowing you to see enemies through walls and was a lot of fun!

  • QA Testing; Helped organize and integrate a bug report tracker, which included distinctions for severity class, bug type, and reproduction steps. Also managed two separate tests for our game before our showcase; A lighting & navigation test, and a final bug test.

  • Interface; Worked with Unreal UMG to get the interface running during the game. Worked with our lead programmer to get stats such as health and ammo to update on-screen, and other effects such as a screen change when you transform into Wolf-Mode. Also helped design the interface.

  • Rigs; Created a base rig for each character in-game, passed them off to another artist for skin weighting, and to the animator after that. Also did technical animation within UE4 (Animation & Character Blueprints) to get them working properly with our lead programmer.

  • Modelling; Modelled one of our enemies, the long-range Bounty Hunter. Also created many assorted environment models and a few props to help the modellers.

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Tiny Pyre Team
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