My mechanic test in unreal engine 2, after tinkering with the default third person character.
In response to this week's theme of Tinkering, I made a movement system built on top of the default third person character in unreal engine.
By doing this exercise, I found out that mistakes can lead to interseting results. Initially after coming up with a super jump, i wanted to add super speed as well. But in doing so created a bug where the character would phase through things. This turned out to be a really fun mechanic in play so i chose to lean into it, adding motion trails and creating the mechanic of red and blue walls (phasable and unphasable). I think this can be elaborated on further into a prototype with phasing as the base mechanic.
Similar work has been produced by Zack Snyder and his stunt and vfx team, whose work in Man of Steel (Zack Snyder, 2013) explores this theme by how they rapidly iterated through methods of displaying fast and larger than life motion. Had they stuck to conventional forms of achieving such an effect, the result would not have been as striking or impactful.
Man of Steel. 2013. [film] Directed by Z. Snyder. Warner Bros. Pictures.
By Rahul Masakorala (Rahul)
Email Rahul Masakorala (Rahul)
Published On: 11/03/2021