
Time Weaver
(2024)

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
Game Link:
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 | ![]() Initial Concepting | ![]() Puzzle Development |
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![]() Level Planning | ![]() Destructible Object | ![]() Cutscene 1 |
![]() Interior Temple | ![]() Blink Mechanic | ![]() Cutscene 2 |
![]() Enemy Blendspace | ![]() 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.