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Run Chicken, Run!'s itch.io pageTeam Name
Brian Hill
Game Name
Run Chicken, Run!
Contact person name and email address
Brian Hill
brian.allen.hill@gmail.com
How was Houdini used in your game's development?
Houdini was used to create 3 main HDAs for use in Unreal Engine via the HoudiniEngine plugin: Ground planes, Fences, & Bridges. The game is a random endless runner, so I wanted some tools that would allow me to quickly build variations of my base models in Unreal.
- The ground HDA was used to create all of the grounding surfaces in the game, some with hills, tire-grooves, and mild displacement.
- The fence HDA allowed me to quickly place fencing around each of the animal pens and along the sides of the road. I utilized the ability to edit my input curve dynamically in Unreal so I could build each fence "on-the-fly" with my full scene in place.
- The bridge HDA was the most useful of all of them. It allowed me to quickly build a bridge between any two points in my Unreal scene and then adjust the sag, support ropes, board randomization, etc.
In addition to the custom HDAs, I also utilized the Game Jam Starter Kit's "Boolean Edge Damage" HDA to help generate the cliffs and columns in the game.
Besides Houdini, what other tools did you use and what did you use them for?
Unreal Engine - main game platform
Gimp - texture map manipulation and UI graphics
List any content that was created before the jam that was included in the final submission.
No content was pre-built personally, however I did use some free 3rd-party content:
- Epic Games Store: Farm Animals (mesh, skeletons, animations, materials), ue4 Mannequin (mesh, skeleton, base animation)
- Quixel Megascans: Assorted materials and props
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Comments
Amazing graphics and great idea. Well done