Hatchling

About


Jump, explore and solve puzzles in a rural landscape to help a hatchling get back to its nest.

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My Contribution

Fullscirpt
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Tools


Having discovered a passion for tool development and having a vision that our team could do most of the level design directly in our engine.
I made it my mission to create the first version of our editing interface.
Here are a few examples of tools I developed during this project:
an updated debug drawer with multiple 2D and 3D shapes,a spline editor, a node editor, and a toggle between editor and game modes.

Node System


This is the most complex system I have developed to date.
Hatchling's gameplay is entirely controlled by node scripting.
It controls everything from character control to switching between animations, triggering events, VFX, SFX and more. Read more..

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Viewport


One of my biggest challenges was creating the viewport along with implementing Dear ImGui's docking branch.
Getting the scene to render properly and scale correctly was challenging.

When all the rendering passes was displayed correctly I was very pleased with the result.

Scene Editor


To further improve the usability of the editor and make it easier for our team, I implemented ImGuizmo.
This allowed us to change the position, rotation and scale of objects in the scene.
To make it even more intuitive, I added a function that allows us to select objects by clicking on them in the viewport.

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Team

Programmers

  • Alexander Maier

  • Emil Kvist 

  • Filippa W Lindgren

  • Sandro Müntzing

  • Vidar Habacke

Animators

  • Anna Sigfridsson

  • Alma Gren

  • Henrik Svensson

Graphical Artist 

  • Amanda Önnestam

  • Elsa Söderpalm Patel

  • Kiril Nikolov

  • Sarah Olofsson

Technical Artists

  • Jonny Heinonen
  • Magnus Jonsson
  • Vale Tosthage

Level Design

  • Emil Svensson

  • Elvira Smakic

  • Stefan Groothuis

Music

  • Musik Martin

©2022 by Alexander Maier