Sci-Fi RPG

In Development

Overview

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Unreal EngineUnreal Engine
C++C++
BP
UE Blueprints
Game Description

A sci-fi third-person RPG set on an ecumenopolis trade planet, covered in trams. The gameplay is inspired by Mass Effect and KOTOR, with a heavy focus on fully voiced branching dialogue, where the player feels impact in their choices. The player starts out in a massive sci-fi prison complex and will work to break out with their cellmate. Soon after escaping, the player will join a criminal gang to make the most out of their new found freedom.

Purpose

The main goal of this project was to launch Silica, build skills across all areas of game development, and scale the studio to the point where a full team can be brought on for this and future projects. The majority of development has been handled solo, including software engineering, 3D modeling, texturing, level design, and much more. 

Most of the foundational systems and tools were created by hand, and are now in place. The focus is now on filling out the visuals using those systems and tools to build out the planned content, and completing the vertical slice to a standard that can secure funding and support studio growth. All visuals are early development placeholders and subject to change.

Software Systems and Tools

Featured Tools

These are some featured systems and tools created for the project, that have their own pages on this website for more information.

Additional Systems and Tools

Weapon System: Provides non-technical developers with extensive customization options to create unique weapons during runtime, using Data Assets. It integrates directly with Bullet Spread Plugin and in-game characters.

Image
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Shield Engineer: A special NPC that launches homing shield disruptor missiles at the player, and will attempt to repair the shields of any damaged nearby allies.

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NPC Spline and Path Tool: An Editor Utility widget that allows developers to assign data to spline points, and enables NPC’s to interact with that data when traversing the spline path.

Denok IV Penitentiary

Description

A massive panopticon prison complex, and opening level of the vertical slice. The imprisoned player uses a utility mech to set up their escape before descending into the underlevels of the prison, the Lower Works Substrata. From there, the player will find a chasm of unstable shipping crates and a high power reactor system that they have to safely navigate through before escaping.

Blockouts

These are a few screenshots of the blockouts for the prison (cell block and the warden’s office).

Concept Art

Here is some commisioned environment concept art for the prison cell blocks, credit to Penguinkstudio.

Here is the prison cell block’s Warden O’kair, credit to Jackson Drew.

Music and Dialogue Voicelines

Here are a few tracks from the prison level, credit to Matthew Walton.

Here are a few vocal samples for some characters in the prison.

Additional Creative Content

Various 3D Models

These are some work in progress textured and untextured 3D models designed and created (by me) for this project

Shield Engineer Mech

Servitor Mech

Low Poly Speeders (for in the distance)

Some City Buildings

Extraneous City Parts

Tram Interior

Environment Concept Art

Various environment concept art for planned areas, by Penguinkstudio.

Prop Concept Art

Various prop concept art by Edu Bokow.

Additional Music and Voicelines

Here are a few additional tracks from the various levels, credit to Matthew Walton.

Here is an additional voiceline for another character