THE KEEPER´S LIGHT

Stranded on a forgotten island with sword and bow. Fight through enemies and solve puzzles
on your quest to re-ignite an ancient beacon to call for aid.

Team: 16 people, 6 programmers

Duration: 15 weeks, 300 hours

Engine: RockSolidEngine, custom engine

Editor: Unreal

Genre:  Third-Person Action Adventure

Reference Game: Zelda: Breath of the Wild

The Keeper’s Light was the sixth game I worked on at The Game Assembly. It was the second game made in our custom engine, RockSolidEngine.

MY CONTRIBUTIONS

Physics through the PhysX API

Added support for many physics elements such as dynamic rigidbodies, heightfields, triggers, raycasts, character controllers and more. Implementing PhysX was challenging and sometimes very frustrating;
but overall it was a fun and educational experience. I was able to familiarise myself more with physics in video games and working with external APIs.

  • Audio System (FMOD Core API)
  • VFX & SFX implementation
  • Some player features

CREDITS

Programming:

・ Erik Edfors

・ Filip Tripkovic

・ Herman Sjöholm

・ Liam Sjöholm

・ Måns Berggren

・ William Sigurdsson

 

Graphics:

・ Albin Mjörnstedt

・ Emil Hagström

・ Jasper Paavolainen

・ Stephanie Madsen

Animation:

・ Jesper Walden

・ Oskar Lind

 

Level Design:

・ Kristian Sistig

・ Martin Trosell

 

Technical Art:

・ Elina Kans

・ Erik Hausner

LinkedIn

Resumé

mons.bggn@gmail.com