Noah Lencioni
Game Programmer
R.A.I.D Force
About
Defend Earth against the alien onslaught in Raid Force! As a pilot in the Rapid Anti-Invader Defense Force, blast away at the alien infected robots and restore order to the planet. Fight across several biomes including the Bio-Dome, Urban 2088, Neo-Japan and the depths of the Abyss. Survive the invasion by using destroyed robots to upgrade your weapon systems and protect your ship. You are the last R.A.I.D pilot left... don't let us down!
Project Details
Overview
Development Time: 4 months
Engine: Unreal Engine 4
Language: Unreal Blueprints
Role: Programmer
Skills: Unreal Engine 4, Source Control, Teamwork, Github, System Design, Medium Team Development, Animation Programming, AI Programming, Behavior Trees, Dynamic Materials
The Team
Total Team Members: 37
3 Producers
7 Programmers
6 Level Designers
2 Animators
8 3D Modelers
2 Concept Artist
1 UI Artist
2 Writers
2 VFX Artists
My Contributions
- Work with the Game Design Team and Producer to create a Wave Spawning System - When starting a game, create an array of all the ground/air spawners on the map. - Each time enemies are supposed to spawn, check to see if any enemies are eligible to be spawned by determining the enemy count, how many enemies can be on the map, and how many enemies are left in the wave. - Implement a data table to allow Level Designers to control how many enemies can be on their map, and how many enemies are spawned each time - Each time we spawn enemies, get an array of all spawners within a certain distance or increase the range if none are found. Use that array to pick a random spawner for each enemy to spawn at - Use a weighted loot table to make Scout enemies far more likely to be spawned. - Update the enemy count whenever enemies are spawned, die, or are created from the Destroyer's split ability
- Communicate with the Game Design team and Producer to Implement the AI for Scout and Destroyer NPC
- Use Nodes and Conditionals within the behavior tree to get the enemy to follow the player, and shoot if they get too close
- Implemented a melee attack for the Destroyer robot upon getting too close
- Implemented death behaviors for all three NPCs including explosions, sounds, and a split effect for the Destroyer robot
- Added a color weakness system to the enemies in order to incentivize using all three colors.
- Communicate with the Animators, Game Design Team, and Producer to incorporate the NPC's Animation/Dynamic Materials for All 3.
- Implemented movement for all three NPCs
- Implemented shooting, and death animations for the Scout and Destroyer NPCs
- Programmed Slash animation montages for the Destroyer Robot
- Added 2 Notifies to check the hitbox for player collision: one at the beginning to cancel if the player moved, and another to deal
damage.
- Added a Dynamic Material to signal which color of bullet an enemy is weak to
- Created a Dynamic Material to show how much damage an enemy has taken
- Work with the UI Artist to Create a Wave Info UI and a new Wave Notification
This was my absolute favorite project by far. I adored working with the team to help bring these enemies to life. I am beyond proud of the work that went into this project, and love how the enemies look!
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