Rogue Co. Game Page here: Fisti-Fluffs | Rogue Games Inc

As the Project Lead and Developer, I touched all aspects of Fist-Fluffs,
Below are a few examples from the game.
Feel free to reach out about any questions!

Cat Body Kinematics

Process to create smooth body rotations while moving, used in Animation Blueprints for quadruped player characters

Steps used to create this effect.
-Create a Rotation variable
-Get the “Get Last Update Rotation” from the “Character Movement” (for the cats only the Yaw is used)
-Set the variable to this Rotation so that the variable can be called within the Anim Graph
-Takes rotation and multiply the negative
-Scale rotation based on the number of bones rotated (Eg. the cats have two bones rotating so this is scaled by .50)

Anim BP Graph for blending rotations on top of the movement animation.


Object Master Material

Master material instanced for most objects and background assets.

Material is a grid of 4 quadrants where colors are set by instances in engine. Grid is created by a 2px by 2 px texture, using RGB and Black to separate the 4 quadrants

Mesh UV’s are set to the quadrants to allow for quick authoring and adjustments in editor.

Material Features:

- Panning shine for interactable objects

- Damage portrayed with desaturation and scratch detail

- Switch Parameters for disabling, interactive shine and damage to reduce base shader passes

Material Blueprint Graph
-Includes Custom Material Function for scaling and overlaying cat scratches


Cat Master Materials

Master material instanced for all playable characters in Fisti-Fluffs

Simple RGB channel masks for dynamic and custom character use.

Mesh UV’s are set to the quadrants to allow for quick authoring and adjustments in editor.

Additional functions for:
- Damage blink
- Power up glow/fresnel
- Masking mesh while wearing outfits

Material Blueprint Graph


Bayer Matrix Dither

Alternative Dither for masking transparency in Unreal Engine

Created a custom Material Function similar to the engine dither function but replaces the noise with a texture sample using an image containing a Bayer Matrix like the one below.

I preferred this as it created a dither with more style and intention


Stylized Paint Shader

Post Processing shader created for use in match photo mode