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Inwigo gameplay work

This is some of the gameplay work I did for Inwigo, released by Dirty Pearl Studios for Meta Quest. My work involved creating shaders, vfx, blueprint systems, UI Widgets, implementing art assets, setting up their collisions and LODs and besides all of that working in reviewing performance, and doing targeted tasks to improve it, my latest performance pass got the carnival lobby scene worst spot up by 62%, basically went from 21 fps to 55 fps

The statue can be feed with any players soul and then it starts a sequence of animations that involve the emissive glow on the fracture lines and the shaking of the pieces, that was made purely on shader.

I owned the whole shooting gallery system, the targets being knocked down, the gun shooting corks and counting them, the game BP keeping score, etc.

I created the blueprint for the questbook that you can appear and disappear and change with the tabs the type of quest showing, I also made the widgets for it as well.

Created the fortune tellers animation system which is composes of several idles that change depending on your interaction with the chests, created all the vfx involved, the chests coming up and down and the buttons activating the next chest or escaping.

I created the whole BP system for the cornhole game, each board is linked to it's set of bean bags, it adds score depending on where the bag lands and you can reset it back to 0 and the bean bags go back to their starting point.