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In Røsvik you are a surveyor sent by the Norwegian tourism department to investigate a settlement in northern Norway called Røsvik, once home to outcasts, faith-healers, and pagan holdouts. Officially, the settlement was abandoned due to "unstable terrain," but the locals speak of something more sinister.

The game focuses on scavenging for resources, unlocking mystical powers, and interacting with an atmospheric, dangerous, emergent environment.

Genre

Single player first person Survival game

My roles

Programming lead
Enemy AI
Rune Powers

PC

Project size

7 weeks
16 people involved

Engine And Tools

Unreal

C++

Platform

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Programming Lead

During this project i took the role as programming lead, this meant i had responsibility for the features and systems that we produced as well as the communication from the programmers to the other teams such as design.

As a result a lot of my work on this game centered around ensuring that the programming team was on the same page and that our systems would fit together and followed the design direction of the project

This also meant i made sure that systems were finished on time and that issues in our workflow would be resolved. We did have some issues in the initial parts of the projects where certain features fell behind schedule due to conflicting systems and after helping to resolve this i can say that this project has been a great learning experience in leading a team.

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Getting the game finished

Apart from the lead role my main responsibilities were the enemy AI and the rune powers the character uses. Additionally i worked heavily with animation and vfx implementation. 

The rune system was a great time to work on, a pillar of the game design for this game was emergent gameplay and therefore i had to make sure the rune powers where easily able to work in many different ways on many different objects. The system i ended up creating used a master component that the designers could slap on to any actor and configure how it reacted to the different powers in whatever way they like.

This game was my first major step into working with enemy AI and it was a great learning process. The finished game has three different enemy types that work in very different ways but the one im most proud of is the draugr enemy which sort of acts as our default generic enemy, he is mostly blind and has to find the player through sound mainly which leads to very exciting gameplay moments.

This project was quite large in scope in comparison to previous projects i had worked on in this limitied timeframe, this combined with my responsibility as programming lead required me to really test my skills and efficiency in working on a lot of features and content to make sure we could have a great product in the end

 

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