recreated: Tracer from Overwatch

a reproduction I made long before the idea of creating reproductions was conceived


time period
c. 2019
discontinued

originally created 11 Apr 2019

recreated elements:

Tracer’s Pulse Pistols

  • rough model made in either Autodesk Maya or Blender (I forget which, but considering the time it was created, I think it was Blender)

  • left-hand pistol uses a thin-film iridescence shader that I reproduced from a tutorial on YouTube, with the intention of animating an overlay-blended fresnel sheen similar to the in-game Gold Weapon shader effect (but I lost the project files due to wiping & selling the computer)

action and axis mapped keybindings w/ FirstPersonPlayerController for movement, abilities, and primaryFire logic

  • WASD, mouselook, jump and crouch (pictured), left-click and right-click set to primaryFire (pictured) and secondaryFire (not pictured)

  • tweaked the movement acceleration with the exposed settings in PlayerController blueprint in an attempt to replicate null-movement scripts found in the Source Engine (the null movement was never successful due to the axis mapping negating Simultaneously Opposing Cardinal Direction (SOCD) inputs

  • utilized Line Trace raycasts in Blueprint logic, they did have a working collision but I never around to damage or assigning particles for effects

curved HUD

  • reproduced from a tutorial on YouTube, the top and bottom lines are just text strings filled with underscores “___”, which I used to measure how much curvature was

    • after settling on a desired value, I was going to try applying the same thing to widgets… however, truth be told, I did not understand anything of UMG at the time to even be able to do that