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Felix Park, the website!

Professional work I've done in various games.

Uncharted: The Lost Legacy
For *Uncharted: The Lost Legacy* I was responsible for gameplay implementation and scripting for levels *6 - The Gatekeeper* and *7 - The Lost Legacy*. Aside from adding interactable events, buddy AI behavior, camera/control scripting, and investigable objects (pick-ups that could be examined), there were a few interesting narrative setpieces in these levels: Elephant ride: The player character and her buddy AI do a QTE to free an elephant and end up taking a ride on its back. While this portion was pretty on-rails, the direction was to still allow a limited amount of player control, as well a couple branching paths. I ended up modifying into making a super-custom controller for the elephant, that allowed side-to-side navigation along a spline. I also made a custom elephant cam so that the player could take in the elephant in all its glory without clipping its protruding head and rear, while still maintaining a nice distance to the characters when it could. Lastly, there was also a small interaction where the player character could pluck a branch of fruit from a few overhanging trees, and feed the 3 fruit individually to the elephant at their leisure. Axe puzzle: A climactic moment in the game where the player character is, at gunpoint by the big bad, threatened into solving a room puzzle. Multiple phases of solution, custom controls for manipulating huge statues and spinning dials, and a ton of dialogue. Flooded room escape: The player character and her two buddies are handcuffed at the bottom of a towering room that is quickly filling with water! Two lockpicking sequences segue into a QTE, with a bunch of character and environmental animation. Finally after free everybody, they swim for the surface while avoiding huge deadly pieces of debris raining down on them. A small system I pushed for was also getting the player character's watch working as part of her look throughout the game. This was something that tech art had showcased at GDC for *Uncharted 4* but did not ship, so I thought it'd be very funny to get it working for *The Lost Legacy*. I worked with narrative to get the times of day for every chapter of the game, as well as post-any cinematics with a time-skip, making a data table of time values. Then, with tech art, we got a material shader working for the watch that could display the hands in every configuration using a 0-1.0 float, and from there I adjusted the shader value along that data table whenever appropriate. It also ticks along per second in real time (moving the minute and hour hand as well, naturally) for some *extra fidelity*. [Back to main Portfolio](portfolio.html)