Edge of Sanity - Nov/Dez 2018
Edge of Sanity was the developed over 6 weeks which included everything from concept to final presentation by a team of 16 people who had never worked together before as part of the
DADIU 2018 program.
In
Edge of Sanity you are tasked with feeding the Old Gods with souls. Invade the homes of your unsuspecting victims, but be careful, their feeble minds will be blown by the mere sight of you, and your masters don’t like wasted blood - they always hunger.
My role was Direction.
The game is available on Android via the Google
PlayStore and iOS via the
AppStore and was nominated for the
15th International Mobile Gaming Awards.
The game features a Motion Matching animation system. Motion Matching is an advanced machine learning driven replacement for traditional state machines, which, rather than for example playing a looped 'run' animation, is fed a large amount of uninterrupted motion capture data from which it then picks the frame(s) that best match the movement that the character should achieve based on various inputs such as velocity, direction and angle of movement. Basically it looks through a huge data set of animation to figure out which frames to play at any given time.
credits - listed alphabetically
Jonas Aksel Billeskov - Programmer
Julius Bækgaard Brasch - QA & UR Manager
Simon Daniel Bøg - Programmer
Angelos Efstathopolos - Art Director
Alexander Frey - Game Director
Magnus Valur Hermannsonn - Programmer
Sigurbjörn Jónsson - Programmer
Mikkel Anker Kolding - Audio Designer
Diego Tobarra Gonzalez de Lopidana - Programmer
Carl-Johan Linell - Level Designer
Anne Sofie Schaumburg - CG Artist
Benjamin Erik Slots - CG Artist
Peter Spliid - Programmer
Mathias Stie-Svendsen - QA & UR Team Manager
Lars Tornbjerg - Project Manager
Line Katrine Zerahn - Game Designer