Introduction
Crash Bandicoot: Timetwister is a remastered version of an old Playstation game named "Crash Bandicoot 3: Warped". We developed it as a team consisting of 4 people. As the leader of the team, I entirely managed the development process of the project, and that was my first proper game project ever.
Unreal Engine 4 was used on the development. Currently, the game features 2 remastered levels, and identical but improved gameplay mechanics from the original game. Because of that project being my first game development experience, I've heavily utilized blueprints instead of C++. Repository of the project can be found on https://github.com/dyanikoglu/CrashBandicoot-Timetwister . It's also possible to download a playable demo from releases section of the repository.
Press
Back in the time, the released demo had a download count around 5000 on the project's obsolete website. Additionally, most of gaming news sites wrote positive articles about my project, IGN used "Unofficial, but impressive" title on their article: http://www.ign.com/articles/2016/01/04/crash-bandicoot-meets-unreal-engine-4-in-unofficial-game. The Youtube channel has reached to 8,5k followers with 1,5 million total view count, which was a huge success for me on those days. Additionally, I got contacted by lots of people around the world about my project, mostly to show some support.
Gameplay video from "Gone Tomorrow":
Another gameplay video from "Tomb Wader":
Early Development
The project took around 2 years for me to get it into the state you see on the videos above. The early prototype was a real mess, mostly caused by my lack of knowledge on Unreal Engine on those years (around 2015). After improving myself on various topics about Unreal Engine, I was able to improve nearly everything about the game.
Here is a video from early prototype:
I also worked on main character's animations a lot, apart from programming. Probably the best work I've done for those animations was the spinning animation. I'm not sure how I was able to achieve that smoothness with very little knowledge of animation programming on those days, but it really looks good compared to the spinning animations in the original game:
Finally, I also had a chance to work with a music composer during the project. Here are some samples from our OST:
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