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Time Weaver

(2024)

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Time Weaver Is a 3 person group project, that we we developed over 12 weeks. Using the Agile Method for Our development we set out to make a vertical slice of a full game, focusing on onboarding the player and Expanding our Knowledge.  


The game is a 3rd  persion 3D Action RPG, Following the main character Aeon as he set off to recover the relic from his home town that was stolen.  Use your magic abilities to attack enemies, conjure objects and move around the world in unique ways. As Aeon solve puzzles and fight enemies on your journey.


Overall Grade: Distinction



Project Info

Team Size:

3

Project Duration:

12 Weeks

Role:

Lead Game Designer

Engine & Tools:

Unreal Engine, Davinci Resolve, Krita

Responsibilities:

Lead the Development for:

  • Story Design

  • Cinematic Design

  • VFX Design

  • Animation Implementation

  • Animation Programing

  • Puzzle Programming


Develop The 3rd Level Including:

  • Level Design

  • Environment Art

  • Puzzle Design

My Work

Grey Boxing

Grey Boxing

Initial Concepting

Initial Concepting

Puzzle Development

Puzzle Development

Level Planning

Level Planning

Destructible Object

Destructible Object

Cutscene 1

Cutscene 1

Interior Temple

Interior Temple

Blink Mechanic

Blink Mechanic

Cutscene 2

Cutscene 2

Enemy Blendspace

Enemy Blendspace

Title Screen

Title Screen

Working alongside Jess Miller, our Level Designer, and Sam Murrandah, our Lead Programmer, we collaborated to deliver Time Weaver. I worked closely with both team members to create a vertical slice of the game, focusing on animation design and implementation, while also learning cinematics in Unreal Engine. The very Cinematics that ended up becoming our onboarding.

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We began with a one-week prototype, during which I focused on developing the sand magic and creating a proof of concept. I built the attack animation system using a passive and aggressive state system that would switch depending on whether Aeon was in combat. Many of the attacks and abilities were designed to work within a montage system, allowing them to be triggered at specific times. As Sam worked on the enemies, I brought them to life through animation, retargeting, and VFX implementation.

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As part of the project, each designer was responsible for creating a level. I took on the third level, which served as our "void" level, handling everything from grey boxing and level planning to environment art and obstacle implementation.

Project Takeaways

Working on Time Weaver was a great learning experience for me. The project allowed me to deepen my understanding of cinematics, animation retargeting, and creating my own rigs and animations for static objects. I learnt new fundamentals of programming with inheritance and Began my journey in VFX Development.

If I were to do it again, I would make sure our scope was a tenth of the size. Coming straight out of Game-A-Week and being given 12 weeks to work on a project, we became overly ambitious and went overboard.

Personally, I learned a lot more about working in a team within a game development environment, knowing when to ask for help, and discovering which areas of game development interest me most.

© 2025 by Matthew Tamati. All rights reserved.

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