REDFALL

The town of Redfall is under siege by a legion of vampires who have cut the island off from the outside world. Trapped with a handful of survivors, slay alone or squad up in open-world FPS action.

Main Menu

While the layout of the main menu initially seems simple, skinning it was no small task. And one of the largest parts of the task was constantly trying to maintain the proper visuals and intractability between various states of in-lobby/out-of-lobby, host/non-host, and ready/not-ready. The key to this was working with engineering to have these states stored and maintained elsewhere while the UI uses getter functions to retrieve the states.

I had to build the entire friends list from scratch in a short amount of time. I was able to create and iterate quickly by creating a base “player card” class that could be used as a parent for each type of friends list entry.

The difficulty menu was mostly a matter of layout, but I am proud of how it turned out.


HUD: Heat Meter

This is one of the features I am most proud of on Redfall. The meter contains a queue system. When a “heat event” is triggered, the Heat Meter receives the value and name of the event, adds that data to an array, and starts a timer. If a heat event is triggered while the timer is going, the event is added to the array, and the timer is reset. Once the timer is finished, the total value is shown with a potential fill bar. Then, the normal fill bar moves to reflect the heat value of the first heat event added to the array, with the name of the event being displayed beneath the bar and a tooth biting animation to give the idea that the bar is being dragged. This then happens for each event in the queue until the normal fill bar matches the potential fill bar.

Because UMG animations cannot have dynamic keyframes, the bars are all filled by using lerps running during the tick function to create a blueprint driven animation.