Michael Falcone

Creating asynchronous play & player permanence through technical art

Synopsis

I’ve created a third-person, walking simulator in Unreal Engine 4 in which players take control of a cair, a rock golem that has awakened from their long slumber inside a mountain cave.

This game creates and records movements of other players that have played before you, as well as your own. These records will be visible to you as you play the game. The number of players that have played before you determines the extent of your ability to play the game and would be assigned at various stages of completion each time you play.

Players only have a limited amount of movement before they decay and crumble, however interacting with mysterious rock piles will fuel them as they push further into the wilderness.

Players will walk from the safety of their cave home, creating and following trails as they explore the environment they left behind.

Project info

  • Developer Michael Falcone
  • Showcase year 2021
  • Programme Game Design and Production

Creating asynchronous play & player permanence through technical art

Using technical art to create permanence and asynchronous play within a game space by recording player movement in the environment.

Motivation

I wanted to learn how to create the more interactive art aspects of a video game, adding the little touches to a game that make them feel special.

Credits

“Creating asynchronous play & player permanence through technical art” is a 2021 Digital Graduate Show project by Michael Falcone, a Games Design and Production student at Abertay University.      

Find out more      

Michael's ArtStation

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Michael Falcone

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