Christoffer Carlsvard
@foffe
🎮 Freelance Technical Level Designer 👨🚀Developing a short puzzle game about a lost astronaut 📍Malmö Portfolio:
Spent the last weeks working on ledge detection and wall sliding when colliding with world boundaries. Navigating tighter spaces with held objects feels a lot better now. #indiegame #gamedev
Trying out some new types of cube vegetation, which gets slightly bended by simulated wind to make the world feel a little bit less static. #indiegame #gamedev
Small test scen to try out the new terrain. 👨🚀 #gamedev #UnrealEngine5
Been trying to implement some more reactive elements lately. Here's a little prototype for responsive fireflies, avoiding the player. Feels quite nice to interact with and adds a lot of life to the world. #indiegame #gamedev
Started doing a few simple props and exporting them from MagicaVoxel to Unreal. Here's a cable made with Niagara that fills the length with small cubes and sways a bit in the air. 🧊 #indiegame #gamedev
Of course, here's a top view screenshot (let me know if you want another perspective). Hope it makes any sense. :)
Ah, sorry! I see the issue, the radius with that node only sets the max radius, so the spawn point can be anywhere within it. I would probably not use that node for this scenario and instead use something like this. Or do you need to use GetRandomReachblePointInRadius?
You can use a 'Random Float in Range'. Which lets you define the Min and Max for the radius, and the enemies will spawn somewhere in beteween the two. It sounds like that is what you are looking for? 🙂
A look inside my gameplay gym! Carrying a Keystone with the attribute Preserve calms down to unstable environment, the planet doesn't really want you there - but having a little part of it with you helps. #Indiedev #solodev #UnrealEngine #puzzle
Here's a short little summary of what I've added to my puzzle project over the past month. A lot of cool stuff spanning from scrubbing through cached Chaos simulations to carving out caves with dynamic meshes. Thank you for watching! 🍻 #indiegame #solodev #voxel #UE5
Bonus video of the spline in action, which I'm using to make the throws more consistent.
Back from a little break! ☕ Held objects now follow the motion of the voxel characters proc anims. Giving it all a little bit more life. A big commit, but happy where it is going! #gamedev #indiedev #procgen #UnrealEngine
A little look behind the scenes. Spent a lot of time and effort making the carried object collision feel smooth together with the character movement and preventing it from clipping into geometry. Happy with the result! #indiedev #gamedev #solodev #UnrealEngine
Probably the most satisfying feeling of the project so far, seeing keystones crumble. #indiedev #gamedev #solodev #UnrealEngine #puzzle
First pass on creating simple voxel sparks with collision ⚡ #indiedev #gamedev #solodev #UnrealEngine
Made a cave/path sculpting tool to complement the cliffs. Easy to control the shape of the cave and the direction of the path. #indiedev #gamedev #UnrealEngine #GeometryScript
Pressure plate progression prototype, displayed by a series of light sources to communicate connections made between objects. Quite like this approach, adds a bit of life to each scene. What do you think? #gamedev #indiedev #UnrealEngine
Blockout of an early moment for my little puzzle game, introducing navigational puzzle elements. Trying to establish a solid scale for the islands in combination with pacing out the puzzle prototypes. 👨🚀 #gamedev #indiedev #leveldesign
One small step for him, a giant leap for me 👨🚀 Made some good progress for the procedural animations using a control rig, for my little voxel character. Can now take smaller steps when turning in place, based on the input velocity. #gamedev #UnrealEngine5 #magicavoxel #indiedev
A bit more functionality in place for my little puzzle game. Dynamic environment reacting to the presence of the player. Carrying a keystone stabilizes the bridge, which lets the astronaut pass. #gamedev #indiedev #UnrealEngine
You shall not pass! 🧙♂️ This is coming along nicely! I'm using the distance between the character and the object as an alpha to scrub through a sequence with a cached chaos simulation. #gamedev #indiedev #UnrealEngine
Very proud of this tool, for blocking out islands and cliff formations using Geometry Scripting. Easy to shape using a spline and automatically applies slopes. #gamedev #UnrealEngine #indiedev
Space elevator blockout for my sci-fi project. These will be an integral part of the planetary missions, connecting your spaceship with the surface of the planet. #gamedev #UnrealEngine
Progress of the interior blockout for the spaceship. Here's a sneak peek of the personal quarters. Been a challenge to design the ship, and making sure all gameplay components are close enough, so navigating the ship doesn't feel tedious. #UnrealEngine #gamedev
Hi My new Zero Build Gun Game map is now live, with a few of the new weapons from Chapter 6 included. The map is designed around a crack in the ice, splitting the map and emphasizing on having a bit of spatial awareness. Code: 7254-2244-3628 Have fun! #Fortnite #FortniteCreative #UEFN
Hi all! Happy to be here! :) Version 18 of my Star Wars inspired Zero Build gun game map is now available to play in Fortnite. First through all 40 weapons win! Code: 1555-9810-7503 Have fun and feel free to reach out with any feedback you have! #Fortnite #FortniteCreative #UEFN