AZIMUTH
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Designation: Programmer
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Team Size: 9 Developers
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Department Size: 3 Programmers
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Genre: Capture-the-Flag First-Person Shooter (CTF FPS)
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Engine / Platform: Unreal Engine 4.10.2 / Windows PC
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Development Time: Jan - May 2016 (12 weeks)
Project Overview
High Concept
Azimuth is a 3D capture-the-flag first-person shooter game. It is a multiplayer game and consists of a single map supporting two teams of four players each (eight players total). Players have three different projectile weapons to choose from, one primary with unlimited ammo (Last Resort) and two secondary with limited ammo (Meteor Cannon and Quazar). Each weapon offers two firing modes, a default mode and an alternate mode.


The game takes place on a futuristic alien planet based on Aztec culture. Two warring factions (represented by the red and blue temples on each side of the map) are trying to resurrect their respective gods in order to gain the ultimate power. In order to do so, they must capture three artifacts from the opposing faction and at the same time, sacrifice their enemies to please their gods. The themes are inspired by ancient Aztec sacrifice rituals.
RESPONSIBILITIES
Responsibility Overview
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Weapons: For the weapons, I programmed the Quazar minigun and worked with the other programmers in designing and prototyping the other two weapons, the Last Resort and the Meteor Cannon.
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Menu Systems: I worked majorly on the implementation of several on-screen menus which include the main menu, pause menu, options menu and lobby menu.
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HUD/UI Elements: For the HUD and UI, I worked on the weapon reticules, the health and ammo counters, and programmed the kill tracker and flag indicators and other UI elements for the game.
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Game Trailer: Due to my prior editing experience, I also took up the task of editing the final game trailer.
For a detailed explanation of each responsibility feature:
Blueprint Samples
Here are some samples of the blueprints that I worked on for this project. Most of the work I did involved programming the HUD/UI and menu elements for the game.

Blueprint 1: Switching the player's weapon on the server.

Blueprint 2: Setting the flag indicators on the flag.

Blueprint 3: Setting the flag indicators on the flag holder.

Blueprint 4: Updating the flag indicators on each player's HUD.

Blueprint 5: Setting the killer, weapon, victim for the kill tracker.

Blueprint 6: Setting UI elements such as timer and team decals.
Screenshots




Team Emberforge
Team Emberforge consists of nine developers: two artists, three level designers (including one game designer), three programmers and one producer.
Top Row (L - R): Jacob Lavender (Level Designer & Game Designer), Aaron Chang (Lead Artist), Bernard Kauffman (Level Designer), Taylor M. Gallagher (Artist), K. Komal Shashank (Programmer).
Bottom Row (L - R): Dylan S. Byrd (Programmer), James Lee (Lead Level Designer), Mitchell T. Massey (Producer), Nicholas Dorbin (Lead Programmer).
