En Garde!

En Garde! is my graduation project, currently in development using Unreal Engine 4 with a team of 8 fellow students. The production will end on June 2018. It's an action-adventure game that pays tribute to Swashbuckler films & litterature. The player embodies an impetuous fencer who fights her villainous opponents with panache and acrobatic skills. The goal is not to kill the enemies but to humiliate them.


core gameplay features (design & programming)

  Parkour system  that allows adaptative jumps and vaults with alternating feet. Usable by the player and the AIs.

Parkour system that allows adaptative jumps and vaults with alternating feet. Usable by the player and the AIs.

  Combat system  that allows characters to: chain different attacks, parry, interupt or dodge opponent's strikes.

Combat system that allows characters to: chain different attacks, parry, interupt or dodge opponent's strikes.

  Implementing animations  and creating a set of easily tweakable "animations notifications" which can fire various gameplay logics.

Implementing animations and creating a set of easily tweakable "animations notifications" which can fire various gameplay logics.

  Complex animation setups  that make it easy to define in a combo when damage is applied, when the character can be interupt or is invulnerable, or when player's inputs should be buffered, etc.

Complex animation setups that make it easy to define in a combo when damage is applied, when the character can be interupt or is invulnerable, or when player's inputs should be buffered, etc.


features that improve gamefeel (design & programming)

  Obstacle avoidance system for the character  that redirect player's inputs. Here the movement stick is always pushed forward.

Obstacle avoidance system for the character that redirect player's inputs. Here the movement stick is always pushed forward.

  Obstacle avoidance system for the camera , so the player never loses sight on the character. Here the camera stick is left untouched.

Obstacle avoidance system for the camera, so the player never loses sight on the character. Here the camera stick is left untouched.


tools (design & programming)

  Highly tweakable obstacle generation tool  for easy parkour testing.

Highly tweakable obstacle generation tool for easy parkour testing.

  Spline generated curtains  for easy world building. The spline is then used in runtime to deform the curtain based on the wind.

Spline generated curtains for easy world building. The spline is then used in runtime to deform the curtain based on the wind.

  Wind system  that globally propagates in the level   (here from left to right). Calculations are centralized and assets react differently to it (lanterns tilt, curtains meshes are bend, lights flicker, etc)

Wind system that globally propagates in the level (here from left to right). Calculations are centralized and assets react differently to it (lanterns tilt, curtains meshes are bend, lights flicker, etc)


in engine footage capture & cinematics (scripting)

Video showcasing the map made by our artists three months ago

Pre-production gameplay footage

 
 First Key Art