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Narrative Traversal Sequence

I scripted a slow, story-driven traversal sequence that conveys a shift in the player character's physical state entirely through the player's movement.

Terrible Lizards is built on fast, fluid parkour gameplay. But the story beats here required the opposite: I scripted out the player's crouch, jump, and sprint, removing the moveset they'd relied on all game, so they'd feel the character's state directly instead of being told about it. My first pass drove the effect from a hand-authored camera using float curves, but it read as unrealistic and risked motion sickness over a long, slow walk. So, I pivoted and pulled in a dedicated character animation from the animation team and drove the camera movement from it instead. Inheriting real weight and timing made the movement feel grounded and fixed the comfort issue, and my lead found it much closer to his vision than my original.

Terrible Lizards Gameplay Trailer - Full Release Coming Soon

Role

Gameplay Programmer

Description

Terrible Lizards is a horror parkour game set against the backdrop of an old Route 66 attraction… with something dark and sinister lurking below. To escape, you’ll need to move fast, navigate challenging terrain, and uncover what Dalton’s Dinos is really hiding. You’d better start running.

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NDA Obligations

Year

Coming Soon!

Genre

First-person Parkour Horror

Technologies Used

Unreal Engine

Platform

PC

Terrible Lizards

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