The generative AI: Suno (version 4) by Suno, Inc. was used to generate the music used within this game and trailer.
Pixel Art for Characters
Below are some characters from Rirgon: The Fell Born that I designed and created using Aseprite

Chilia

Aneo

Rirgon

Tree Zombie

Crystal Guardian

Fell Acolyte
Mechanics of the Game
Walkthrough
Production Work
Pixel Art & Implementation using Paper ZD
I self taught how to import sprites, create animation graphs, state machines and integration with the character blueprint using the Paper 2D and Paper ZD plugins.
Occlusion Mask
Through support from my partner I developed and implemented an occlusion mask that allowed the player character to be viewed while behind objects and walls. I then further developed it by making it ignore objects with an X axis greater than the player.
Interaction System
As delivery mechanism for story I implemented a interaction mechanic that allows the player to receive dialogue from NPCs.
Player Combat
I created three attacks for the player character: melee that regenerated magic for the spells, fireball and lightning.
Fireball

The fireball spell was the hardest to create as a typical UE5 top down ranged attack would use the direction the character was facing as a target vector, however due to the character being 2D that I had to find an alternative, the method I found was the place an arrow on top of the character that would point at the mouse’s click location and the projectile would use the arrow and the clicked point to create a line trace that the fireball would follow.
Lightning

The lightning attack uses a similar system to the fireball except it was designed as a of an instantaneous attack rather than needing to be aimed and timed with the fireball. When running play tests I found that players found the lightning too easy to use compared to the fireball, making the later weak in comparison. To remedy this I decreased the power of the spell and increased its cost.
Melee

I introduced a magic resource for the fireball and lightning spells that would balance them against the enemies, however I found this led to the player running out of the magic resource. A friend suggested that I add a melee attack to allow the player to defend themselves when they had exhausted their resources and to have the melee recover magic on hit to encourage its use.
Power ups
Enemy AI
I self taught how to use AI controllers after struggling with Pawn Sensing and the 2D characters, Blackboards, Behaviour Trees and how to create functions for the behaviour tree to run, creating smooth AI that followed their set routines.
Boss Battle
I created Boss Battle, with two phases and three attacks that increased with intensity for the second phase. These attack were chosen by random integer selection. The attacks were:
Fireballs
Lightning
Shockwave
This attack had an exception to the random integer selection where if the player was within a small radius of the boss the
- A wave of fireballs
- A lightning attack that tracks the player
- A Shockwave that spread from the Boss’ location
Forest Atmosphere
Scaling Levels
The levels are designed to be played linarly as the diffcultiy increases from level to level
For my work in this project I received:
The Barclays Eagle Lab Award for Problem Solving
&
Rirgon was voted Game of the Year by my peers
I acknowledge the use of the generative AI: Suno (version 4) by Suno, Inc. in this work to generate the music used within this game



