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Spyder

About the Game

Spyder was a project made by a team of 4 (1 programmer and 3 artists) with a set development time of 8 months. Spyder is a first person shooter reminiscent of Quake mimicking the movement style and graphics of the original game. Our game features the main mechanic of switching between two different dimensions, real and digital, causing certain objects to either be solid or ghost-like allowing the player to access areas they normally wouldn't be able to. 

My Contributions

My work mainly focused on the core gameloop of Spyder, the shaders that illustrated which objects are not solid, the post-processing effects that gave the game a low resolution look and the effects that demonstrated when the player was in the digital world along with the logic that controls these effects when playing the game.

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The achievement I am most proud of is the digital effect that outwardly expands from the player when activated and shrinks when deactivated. The reason I'm most proud of it is because I used my knowledge of how I created an outline post-processing effect in Unreal and combined it with an effect I found that recreated the scanner effect from No Man's Sky.

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