Red_Current was a very large game, planned to have a lengthy story and plenty of detailed environments. It was simply too ambitious to make by myself. I spent no time on the custom models, and in fact took shortcuts into not completing them. I had learned plenty of modeling skills, but I found early in game development, that modeling just isn't for me. I don't enjoy making art very much, but I did enjoy programming. Red_Current helped me to discover just exactly what I wanted to do in the industry for the rest of my life, beyond what I had spent so many years learning.
This was a showcase of Red_Currents early development. The most fun part of it's development.
Red_Current was planned to have hoverbikes, and hoverbike racing in order to split up the pacing. This was great to make, and tons of fun to drive.
This video happened to simply be a music test. I had trouble with volunteer musical artists understanding the tone and music I was going for. So I had found a track, and slapped it on some footage to help them out.
This was another audio example for volunteer artists. Describing the tone of ambience I want to occasionally have.
Early in the games development, I knew I needed some sort of pathing for swimming AI. Unreal engine provides NOTHING for AI in water nor in air. So I had to make my own, and I managed to do it in blueprints of all things.
This was a small test to gauge the track size needed for the hoverbikes speed and power.
Here was a very detailed footstep audio system I had made for the water. The lower you get in the water, the more low pitched body wooshing sounds can be heard. Higher to the shallows you can hear the gentle transition into feet stepping in and out of the water with higher pitch's, all the way into beginning to hear the sound of sand. Humorously, early in the video you can see one of the animations were broken. I had recently made a model change, and the animation didn't like that.