ARTISTS
- Arantza Marichalar — Email: arantza.marichalar@gmail.com — Portfolio: http://arantzamarichalar.wordpress.com
- Art Direction.
- Texturing, mapping and modelling for the swimming pool level.
- Lightmap and dynamic lights for the swimming pool.
- Texturing, mapping and modelling for the casino level.
- Lightmap and dynamic lights for the casino level.
- Modelling, texturing, mapping and objects for the shop in the hall.
- Modelling, texturing, mapping and rigging of the enemies.
- Animation of the enemies.
- Animation for the falling down of the casino lamp.
- 2d concepts for the introduction of the game, maps inside the game and HUD.
- Particles of fire.
- Alejandro Palacios — Email: alejandro.palacios.alvarez@gmail.com — Portfolio: http://www.palaciosalvarez.com
- Art Direction.
- Texturing, mapping and modelling of the hall level.
- Lightmap of the hall level.
- General Lighting of the hall level.
- Texturing, mapping and modelling of the corridor level.
- General Lighting of the corridor level.
- Animation for the falling down of the ceiling in the corridor and the wall in the hall.
- Modelling, texturing, mapping and rigging of the main character.
- Animation of the main character.
- Modelling, texturing, mapping of items and weapons.
- 2d design of the inventory.
- 2d design of the tutorial tips.
- Particles of smoke, vapor and dust.
- Some objects for the swimming pool level and the casino.
PROGRAMMERS
- Kévin Sánchez — Email: kew.sanchez@gmail.com
- Project Management.
- LUA integration.
- BASS integration.
- Camera management: controllers, interpolation, shake camera, first person camera.
- Mobile geometry management: doors, elevators, etc.
- Game State management: menus, inventory, maps, transitions, etc.
- Triggers management: non-axis aligned.
- Trackers management, for cameras, enemies and player.
- Configuration management, screen resolution, file paths, audio volume etc.
- 2D display management: HUD, messages, subtitles, etc.
- Audio management: fade in-out and 3D audio support.
- Graphics pipeline modelization.
- Shaders: Motion blur, Depth of field, film grain.
- Rigid animations management.
- Enemies A.I. and animations management.
- All the cinematics in the game: creation of cameras «on the fly» to manage cinematics.
- Scripting.
- Exporters: triggers, rigid animations, mobile geometry, camera configurations and 3D sounds.
- David Mariscal — Email: david.mariscal@gmail.com — Personal web: http://davidmariscal.wordpress.com/
- Project Management.
- Bullet integration.
- Cal3D integration.
- Game States: menu management.
- Checkpoints management.
- Skeletal animation management: support for various meshes at the same skeleton.
- Graphics pipeline and rendering management: multi render target support, various optimizations.
- Physics management: Rigid objects, Kinematic objects, Kinematic character controller, triangle mesh scenario collision.
- Raytesting support and physics debug.
- Collision mesh importer from 3D studio.
- Basic shaders: skinning, normal mapping, extra alpha channel for the diffuse color.
- Dynamic lightning: deferred shading (light pre pass).
- Flashlight and soft shadows shader.
- Bloom, god rays and SSAO.
- Other shaders: Water with scenario reflection and transparency, pixel fog, camera flash, puddle decals on geometry.
- Frustum culling: geometry, lights, characters.
- Player management: animations and automata.
- Enemies pathfinding.
- Sound effects edition and integration.
- Collision meshes of all levels.
- Integration of all animations and levels.
- Scripting.
- Scenario and animations exporter tool.
- Exporters: geometry, enemies and waypoints, trackers, puddles, lights, dynamic and static objects for physics, characters.
- Ester Arroyo — Email: eterarroyo@gmail.com
- Particles integration.
- Particles tool.
- Particles: Flare, sprayer, smoke, halos.
- Shaders: particles, glow.
- Items and weapons management.
- Exporters: items, particles.
MUSIC
- Oliver Moya Bueno — Email: evilor@lavabit.com — Personal web: http://www.myspace.com/evilor
- Original Soundtrack composing.
- Sound design.
3/01/13 at 5:31 pm
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[…] por seis estudantes da Universidade Pompeu Fabra, na Catalunha (Espanha), o game é ambientado em um navio cuja tripulação foi infectada por um […]
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[…] por seis estudantes da Universidade Pompeu Fabra, na Catalunha (Espanha), o game é ambientado em um navio cuja tripulação foi infectada por um […]
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[…] por seis estudantes da Universidade Pompeu Fabra, na Catalunha (Espanha), o game é ambientado em um navio cuja tripulação foi infectada por um […]