Wicked Tales:

Blood Red Riding Hood

About

This was the third game project during my Futuregames education, and the first where we used Unreal Engine.


You play as a lone wolf cub searching for your father. Solve puzzles and watch out for dangers as you make your way through a treacherous forest.


Heavily inspired by Little Nightmares, Inside and Limbo.

My Contributions

  • Character- and Camera Controller
  • Audio Programming
  • Music, SFX, Sound Design
  • Perforce support
  • Narrowed down our scope
  • Game Trailer

Cameras of Wicked Tales

Static and following

I wanted a camera system that combined Little Nightmares and early Resident Evil. I created two variations for the camera - one static and another that follows the player. The camera's transform is determined by transforms stored in an array, which switches between the target transform by entering triggers. The time duration of switching cameras can be adjusted individually.

Subtle Movement

With few moving elements in the game, it easily looks very stiff. To make it more dynamic and immersive, I created a camera that's always slightly moving. It helped to give the game depth and let it breath.


The subtle camera movement was made by making a vector V determine max distance from the start position. Then a random location was set between V and -V. A Timeline was used to reach said location. The vector V can be changed individually for each transform saved in the array.

Before

After

Rotation

Rotate the camera by moving the mouse. It will automatically return to its original rotation over time when there is no input. It's clamped with a vector, so it won't be able to spin around.