The large majority of this video is screen captured gameplay
The elevator seen in the video is actually a real-time transition between two levels, the street and the tunnel
by using Level streaming this has been made near seamless
Menu system
The Menu system for KULAROS, uses a parallax style effect created by adjusting the camera angle based on mouse position.
It is fully functional, featuring an array of graphical settings,
as well as automatic hardware based defaults,
and an automatic frame rate cap (which adjusts based on detected frame times)
The notification system is a widget which when called can be given a colour, body and heading text, as well as a time limit. This allows all of the dialogue boxes seen in the video [left] to be instances of that single widget.
LODs
Every model in the game has LODs, smaller assets may only have 1 for long distances, whilst larger assets have a larger number to make transitioning between them smoother
LODs have been implemented to help with overall performance and ensure that the game can be run at a suitable frame rate for screen capture
LODs, were either generated in UE4 as seen in the crystals example, or created in external software.
The crystal example [images on left] has LODs which are
3,044 tris, 30,926 tris, and the original 61,852 tris
Other functionality based elements that I worked on include...
The weapons systems (linetrace and projectile based), as well as player and enemy health systems
Enemy AI (which searches for the player based on sight and sound)
Respawn system for the player, after death
The player and enemy ragdoll, triggering after death
An impact response system using Physical Animation, which gives the enemy and player reactions to being shot without the need for additional animations
other general optimisation and debugging