3 months of group work resulted in a atmospheric underwater scene. My main role in this project was Tech Lead, so my focus was implementation and blueprinting in the Unreal Engine.
Bubble Particle Systems
Key to open the doors.
This system made the keys's glow pulse in a speed easily changed in each instance of the key, along with assigning a specific color depending on which key it was designated as.
We wanted fish in our game, so I had to figure out a way to make the fish easy to animate in our scene. I achieved this by spawning them through a particle emitter and then having them follow a spline path and then spawn a group of particle systems.
The Blueprint behind the fish movement, including editable spawn count and spawn volume.
Initial Particles of opening treasure room doors.
The blueprint system controlling and triggering the particles at set times
System to control the pulsing of the "E" sign on top of the relic.