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Project Starfire

4 monthsUnreal EngineVisual EffectsTechnical AnimationC++Team Of 5

A first-person shooter with wallrunning, dashing, and grenade crafting to stop a portal.
Explore the Unreal Project here.

Procedural ADS

Custom ADS System that centers the crosshair in screenspace while still physically being on the weapon sight

Resulting Procedural Animation

An ADS system was designed using Procedural Animation, allowing for smoother transitions between aiming and idle states.

Material logic for calculating Screen Aligned UVs to center the crosshair at all times.

The crosshair remains at the center of the screen regardless of sight rotation, enhancing aim accuracy while keeping it independent from weapon animations like recoil.

VFX

Muzzle Flash in full speed in game

HSM Scheme

Muzzle Flash

First Person Animation

The animations rely heavily on procedural methods, using only idle and sprint (excluding montages). This reduces the need for additional animations and allows for better adaptation to player input.

Reload Animation

Throw Grenade Animation including custom explosion VFX

Additional Arms

Custom Rig in Blender using Rigfify and Game Rig Tools For Export To Unreal

Hierarchical Statemachine

HSM Scheme

The code for the Hierarchical State Machine (HSM) is available on GitHub - check it out here.