Player controller interface
Hitboxes and animation events used to time transitions and signal a state machine to trigger combo attacks.
Dual camera rendering
We opted for a dual camera setup to follow Hazel with two different rendering depths for two sets of layers. This allowed for tighter visual control on delayed-render effects like decals.
Designed for easy and fun gameplay
By tuning the player controller and customizing the physics, I added a polished feel to each attack.
This project is a large-scale, ongoing interdepartmental collaboration at Academy of Art with dozens of contributing artists and designers.