Anti-Matter
A mission like never before
This is a 2D platformer game built using Unreal Engine 5, assets were drawn using procreate. The game was inspired by a flash game origin Fireboy and Watergirl, with it's intricate level designs and fast paced gameplay, the series became most known for it's local multiplayer. Anti-Matter was the spin to the well known game, bringing forth powerful abilities to aid players in completing levels and defeating monsters.
Below you will see artwork and early production gameplay, as well as information about the game and mechanics.




Shadow Boy
Level designing in Unreal Engine came with it's fair share of challenges. Setting up an Engine that's more efficient in 3D games to orthographic mode was one thing, but then layering the backgrounds so it fits with the forest theme was another. Learning Tile Mapping was an amazing experience and how each individual collision had to re-assigned, so the player doesn't seem to be floating.

Light Girl
Combining C++ with Blueprints, allowed implementation of the abilities to more controlled compared to just coding with Blueprints. In the levels depicted in the images, the clouds represented death collision boxes, if a player collided then the level would end, an issue aroused when Z-fighting and the collisions didn't match up with the player orientation. The issue would progressively got worse when the second character was implemented. Eventually, the issue was resolved but that was when I was certain Unity would of been a better option.

Map fluency
The portals were used to transverse through different parts of the map, making a seamless connection to tackling obstacles, solving puzzles and defeating enemies. Based on their colours the portal would used for individual players; this idea evolved into both players having a portal that could simultaneously walk through to help complete task, this was meant to be added in the later stages of development.








