GIRISH NOHWAR
Senior Game Developer
11 YEARS
11 YEARS
- PROJECTS -
PROJECT Y [UE5]
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This is what I've done so far in it:
Action System : A system that atomises all character actions into Montages and makes heavy use of Notfies for sub-features such as attack-window, target snapping etc.Modular Animation Blueprints : The base locomotion is modularised using layers to hot swap based on equipped weapon and character type.
Motion Matching Integration : Main character's base locomotion incorporates motion matching, while weapon layers are using the same base with per bone blending.
Attribute System : A custom attribute system to support attribute modifiers in non-destructive way.
Combat System : Includes various components used in combat such as extendable damager types, contextual actions, custom damage calculators, projectiles etc
Combat System : Includes various components used in combat such as extendable damager types, contextual actions, custom damage calculators, projectiles etc
GOAP AI System : The enemy Ai runs on a custom-made Goal Oriented Action Planner.
PCG Integration : All the vegetation is generated using Unreal's Procedural Content Generation Framework. Also, they're generated on a mesh instead of Unreal terrain for full control over terrain design.
Custom Shaders : Characters are using custom shaders for giving them the specific stylized look and for effects such as dissolve.
Unreal's Modular Rig For Animation : I made all the combat animations within Unreal using new Modular Rig with Level Sequencer.
In house Models : All the character models and made by me using Blender and Substance Painter.
In house Models : All the character models and made by me using Blender and Substance Painter.
ADVENTURE RIDER [UNITY]
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This was another of my solo projects, it was for mobiles born out of my love for motorcyles and adventures on them. Couple of things that were the highlight of the development:
Procedural Audio Generation : The sound for motorcycle engines in this game is majorly procedurally generated as simply looping recordings wasn't cutting it. There's still a bit of recorded sounds blended in but mostly it's Unity's curves hand crafted as sound waves and superimposed in engine's cylinder configuration.
Custom Light Baking : Since the terrain here is broken in parts and they're spawned at runtime, Unity's static light baking wasn't an option. So I went with baking it in separately in blender and blended it in using custom shaders so the textures could still tile underneath for more clarity.
PIXELSHIRE [UNITY]
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I worked on it during my time at Pole To Win India, Initially my role was to rework the user input to add support for gamepads and do performance improvements at places where the game was struggling. Later I also implemented the character customisation system.