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TIME TRAVEL MECHANIC

Role: Technical Designer 
Engine: Unreal Engine 5
Tools: Blueprints
Project Type: Solo

Project Time: 6 Months
Exhibited: Gamebridge 2024

Refrences

Jonathon Frederick - Art pack

Audio SFX - Various royalty free sites

Voice Acting - All original scrips using friends as voice actors

MAX JACK WHITELEY

TIME TRAVEL MECHANIC

Technical Design / Gameplay Systems / Unreal Engine

A time-travel mechanic developed in Unreal Engine using level streaming, player teleportation and state-driven logic. The mechanic allows the player to seamlessly switch between different versions of the same environment while preventing invalid or obstructed time jumps.

Two environments. One player position. One state-driven transition.

Using Enumerations, I was easily able to check which version of the level the player was in making the mechanic more stable and less likely to send the player in the opposite direction. Using enumerations also allows for the ability to add on new versions of the level making three or more possible time streams without using many checks and variables possible.

I came into an issue of players getting stuck in objects that wasn't present in the previous version of the level they came from, to counteract this I had to make sure the place the player was teleporting to was clear. To do this I sent a capsule trace the same size as the players hitbox to the teleport location. If the location was clear then the player would teleport completing the time jump, if not they would stay where they were.

To add polish as well as sell the effect that the player was time travelling rather than simply teleporting, I made a screen effect that when off during the time jump. I distorted the view to make the change in environment and lighting not as harsh via lerping the player cameras FOV out then back to its original position. I added speed lines around the edges of the screen to add visual flair as well as hide the harsh edges, but this also allowed me to give feedback to the player. I changed the colour of the speed lines when the player attempted to time jump to a place they could not, as there is either no map or something in the way. This allowed the player to understand they should move around a little bit rather than be confused on why the time jump didn't work.

As an extra part of the project I created a simple game based around my mechanic as an interactive showcase. This allowed me to not only show the mechanic off in a cool way rather than "look at this for 30 seconds" but it also allowed me to experiment and improve the mechanic as I can see how it would work in an actual game setting.

Subject of Time is a light puzzle game based around time travel.

This interactive demo was invited to be shown off at Gamebridge 2024, where it received praise for its game design as well as the time travel mechanic and its flexability when it comes to implementation.

Max Jack Whiteley

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