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Burnt to Ashes

Made in Unity • FPS Survival Horror • Solo

Short FPS adventure with horror elements. Contains a small narrative told through notes, ominous atmosphere, exploration opportunities, and gun fights. 

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Reflection

Due to strict time constraints, this project required me to source Third Party Assets for majority of the game's resources such as the 3D models, particle effects, and sounds. This ability to locate assets online, read their documentation, and apply it to a project use case is essential in team environments where not all assets are produced by me. 

A programming feat I can share is the successful imitation of Riot Games Valorant's gun mechanics. From studying gameplay, I discovered these unique insights:

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  • Spray patterns are designed with graph theory

  • Bullet tracers are purely visuals and are separate from the true bullet trajectory

  • FPS models are not rendered in the scene but rather layered above everything

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I'm positive this study-replicate-apply methodology is frequently used by companies today given how innovation driven and competitive the market is.

© 2022 Aidan Smith

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