Infiltration Tank
       
     
 In this game, I created a basic AI that pursuied you in sight and started shooting. If sight was lost, it searched for you looking in 3 different directions and if it didn't spot you, it resumed its original patrol.
       
     
 I programmed an interaction system that consisted in 3 things:  - An interactable Object Shader (Rim/Fresnel), that turned on if the tank got near enough, and a worldspace canvas that appeared when you got at interactable distance, telling you which
       
     
SpaceTank_05.png
       
     
 Other ways of getting through, were more difficult, but also more direct.  If you kill an enemy, the global alarm turns on and every enemy in the map can see you and starts to chase and shoot you.  While the alarm is on, hacking is imposible so the
       
     
 As a character, you can activate 3 abilities with the independently rotating turret that looks at the mouse cursor.  You can Shoot a high velocity laser, which can be both helpful and hurting.  Also, you can create a turret facing shield that can wi
       
     
 If left click is pressed for 2 secconds, the tank starts charging a close distance, cone AOE EMP burst, that deactivates the enemies but doesn't fire the alarm.  The down side is that when charged, the tank can't move and the turret rotates very slo
       
     
 The bullets produce particles and decals when hit on static objects and just particles when hit on dynamic objects. Also, the bullets, decals, enemy bullets and enemy drones are Object Pooled for better performance.  The enemies change the emissive
       
     
 This are some very nice upgraded textures for Unity5 Tanks tutorial made by Abril Sánchez.
       
     
SceneCapture_6.PNG
       
     
SceneCapture.PNG
       
     
Infiltration Tank
       
     
Infiltration Tank

In this project, I worked as a single programmer with two artists that helped me with some Maya moddeling optimizations and Substance Painter PBR Materials.

With this project, I won 1st place in the VFS + TEC 2016 contest, winning a 100% Scholarship for the Programming Games, Mobile and Web program in Vancouver, Canada.

Suzana Zavala made an amazing job in Moddeling

Abril Sánchez made the best Textures and Materials

Special Thanks to both of them.

 In this game, I created a basic AI that pursuied you in sight and started shooting. If sight was lost, it searched for you looking in 3 different directions and if it didn't spot you, it resumed its original patrol.
       
     

In this game, I created a basic AI that pursuied you in sight and started shooting. If sight was lost, it searched for you looking in 3 different directions and if it didn't spot you, it resumed its original patrol.

 I programmed an interaction system that consisted in 3 things:  - An interactable Object Shader (Rim/Fresnel), that turned on if the tank got near enough, and a worldspace canvas that appeared when you got at interactable distance, telling you which
       
     

I programmed an interaction system that consisted in 3 things:

- An interactable Object Shader (Rim/Fresnel), that turned on if the tank got near enough, and a worldspace canvas that appeared when you got at interactable distance, telling you which key to press.

- A one time interaction system that turned off the previously mentioned shader and canvas and opened a time based interaction progress bar. This action is interruptable if hit by an enemy or by movement.

- A hack timer that activated the global alarm and started waves of enemies you had to confront, before actually being able to get out through the level exit.

SpaceTank_05.png
       
     
 Other ways of getting through, were more difficult, but also more direct.  If you kill an enemy, the global alarm turns on and every enemy in the map can see you and starts to chase and shoot you.  While the alarm is on, hacking is imposible so the
       
     

Other ways of getting through, were more difficult, but also more direct.

If you kill an enemy, the global alarm turns on and every enemy in the map can see you and starts to chase and shoot you.

While the alarm is on, hacking is imposible so the only way of getting out of the level is destroying the exit, which can also be very hard. 

 As a character, you can activate 3 abilities with the independently rotating turret that looks at the mouse cursor.  You can Shoot a high velocity laser, which can be both helpful and hurting.  Also, you can create a turret facing shield that can wi
       
     

As a character, you can activate 3 abilities with the independently rotating turret that looks at the mouse cursor.

You can Shoot a high velocity laser, which can be both helpful and hurting.

Also, you can create a turret facing shield that can withstand up to 10 hits. It's durability can be measured by a selective mask controlled through script.

The third ability is perhaps the most interesting one, because it was both efficient and dangerous.

 If left click is pressed for 2 secconds, the tank starts charging a close distance, cone AOE EMP burst, that deactivates the enemies but doesn't fire the alarm.  The down side is that when charged, the tank can't move and the turret rotates very slo
       
     

If left click is pressed for 2 secconds, the tank starts charging a close distance, cone AOE EMP burst, that deactivates the enemies but doesn't fire the alarm.

The down side is that when charged, the tank can't move and the turret rotates very slowly, so it has to be timed quite well.

 The bullets produce particles and decals when hit on static objects and just particles when hit on dynamic objects. Also, the bullets, decals, enemy bullets and enemy drones are Object Pooled for better performance.  The enemies change the emissive
       
     

The bullets produce particles and decals when hit on static objects and just particles when hit on dynamic objects. Also, the bullets, decals, enemy bullets and enemy drones are Object Pooled for better performance.

The enemies change the emissive color in their shader depending on their current status. Blue in patrol mode, yellow in pusuit mode, red in alarm mode and black in destroy or deactivated mode.

 This are some very nice upgraded textures for Unity5 Tanks tutorial made by Abril Sánchez.
       
     

This are some very nice upgraded textures for Unity5 Tanks tutorial made by Abril Sánchez.

SceneCapture_6.PNG
       
     
SceneCapture.PNG