This is an overview of how I deal with the creatures, climbing, and levels in my game. It’s the core workflow I use throughout the game, and when needed, I can introduce different variations per creature or level.It was quite challenging to come up with solutions to solve the challenges for this project, but working as an indie dev gave me the freedom and flexibility to use the latest tools to make this possible. I hope that this post was helpful in giving you some insight into the project’s technical process, at least from a high level perspective, and to give you some ideas about what’s possible with the tools out there.
Thanks for reading! Chasing the Unseen will release on PC, and you can learn more about the project at www.chasingtheunseen.com.
Source: Unreal Engine Blog