
My story
Born and raise in Mexico , currently I move to Vancouver and im studying a diploma at the Vancouver Institute of Media Arts (VanArts),
Nowadays I have worked with minor companies intending in developing apps to fulfill the market that they were missing, in most of them I always pretend to think out of the box and to improve even more the presentation of the final product, I always wanted that my skills and creativity to be representative enough to make a mark in any type of content that I work in.
I believe in the skills that I have been developing during the time that I have been working in small studios, and one of the major lessons that I acquire is that there's always room for improvement
Unreal Engine























Grabpoint Mechanic
The given skeletal mesh is given the position of start and finished. When the player character steps on the collision box, the skeletal mesh will play an animation and move from point A to point B (depending on the values of the timeline created). When the player leaves the collision box, the opposite will occur. The skeletal mesh will go backwards in the timeline.
Swing Mechanic
When the player enters the collision box, their location will be saved in the character blueprint under a damage zone system (later down the page). When the player loses all three lives, they will be teleported back to the checkpoint after a short delay. Scene components are created to move both the location of the teleport and the location of the statue in the viewport of the level.
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The niagara particle system was created by using two images (star and dots) with different settings to give it a celebratory and confetti-like feeling.
Collecting Frogs
When frogs are collected, they will play an animation and slowly fade out after a certain amount of time (change in the dynamic material of the frog). This will also change a value in the game instance so that frogs will appear in the HUB according to how many you have collected within the Forest level.
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The actual tongue attachment and frog moving from point A to B was coded by Efren.
Super Jump
Level Transitions
When the player enters the collision box, the screen will fade to black and after a short delay will play another level. When entering a new level, a small fade from black will occur.
Liquid Drop
An actor with a droplet-shaped mesh that damages the player when collided is attached to a niagara system with the same mesh shape. Droplet frequency is randomized to add a slight level of difficulty and timing.
Damage System
Whenever the player collides with a damage zone actor, they will be launched in the air and lose a life. If they happen to be hurt by water, they will be teleported to the last land location they were standing on. If they happen to lose all three lives, they will instead be teleported to the last checkpoint (player start if no checkpoint reached) reached.