Some older Source Engine gamedev things
Around 2011-2013 I worked on Zeitgeist, a HL2 full conversion mod (basically a game that was never finished). During this time I was fairly new to game development/game programming, so I worked with the Source Engine a bunch and became familiar with the Half-Life 2 codebase and all the tools and processes for content creation.
Anyways, I found some old stuff on my hard drive, so here it is. You can also check out my post on navmeshes in the Source Engine.
Stuff
Explanation for the two clips below: I implemented animations for walking, running, jumping, landing and aiming down sights. I also wrote a tool for creating something I called view animations; these are the subtle first-person camera movements you can see when running, jumping and reloading. In addition I created the particle effects and a custom shader that blurs the edges of the screen when aiming down sights and firing the weapon.
Here’s a janky walk cycle I made in motionbuilder from my own mocap.
And here’s a “selective bloom” shader that would add bloom only to specific materials. It was meant to be used for stylizing glowing signs.
Another interesting thing I developed was our own dialog system with a node graph editor. The editor could export excel sheets listing voice actor lines, scene and sound files etc. I even wrote a recursive descent parser for basic scripting expressions. The in-game system was fairly basic, but functional.