top of page

OCASO

Ocaso Start Menu

Ocaso (in English: Twilight) is the demo for a videogame, developed for my final thesis project in the University of A Coruña. The demo includes the first level of an action roleplaying game, in which the player controls two goddesses with different abilities whose goal is to retrieve a star fragment after defeating a corrupt creature. 

It was programmed in Unreal Engine 5, but other programs were involved in the developement such as Maya, Blender, Substance Painter, Cascadeur, Reaper, DaVinci and ClipStudio Paint. 

​In a universe where everything is controlled by different gods, the god Sun is beginning to lose his power, thus plunging the solar system into darkness and corruption. For this reason, he asks his two daughters for help and sends them to the world of Kania, formerly known as Earth, so that they can recover some star fragments that, when joined, will allow Sol to recover its power and, with it, the stability of the solar system. However, the goddesses will discover their father’s dark secrets, making them change their minds about their mission. The player will find a world with a linear story, where they can solve puzzles, complete quests, and fight all kinds of enemies to advance the narrative.​​

Noche parrying in-game
Dia using fire ability in-game
Noche using telekinesis ability in-game
Dia using area attack in-game

The goal of this videogame was to demonstrate the knowledge acquired during my studies, plus gaining additional knowledge in areas I had little or no knowledge at all. 

The game was entirely programmed by me in Unreal Engine 5 using blueprints. Most of the models were created and textured by me, except the foliage which was obtained from The Environment Artist's course from Stylized Station, and some decoration assets bought from Animpic Studio and Synty Studios. However, these last ones were modified and new textures were created in order to match the style I was looking for. 

After modeling the characters, I rigged them and imported them into Mixamo to obtain most of the animations, which were afterwards edited using Cascadeur. Some of them were also used to create cinematics inside of Unreal using the sequencer. Once the animations were imported in Unreal Engine, I configured the physics for some of the characters to create hair movement, and I created clothing assets for all the characters as well. 

Dia Character Model
Noche Character Model
Dia hair physics setup

Some of the VFX were created by me, while the rest were obtained from asset packs from the Unreal Marketplace. Additionally, the sound effects were downloaded from free SFX pages and programmed by me, and all of the music pieces were created exclusively for the game by Julio Montero, Paula Vidal, Irene López y Martín Otero, members of the Music Conservatory of A Coruña.

bottom of page