Cobalt was an unpublished project I worked on for several months at Robot Entertainment. It had a team of approximately 30 developers and was created in the Unreal 4 game engine. While I cannot give details on the gameplay of the project itself, I am allowed to talk about the gameplay systems I worked on during the project’s lifetime. These include: Camera, Movement, (Context-sensitive) Player Input, and Character Vanity.
I worked on creating a camera system that could easily toggle between first and third person view modes, as well as dynamically update the FOV without warping first person art assets. The movement system was tied to the input system to handle these changes.
The player input system was built on top of Unreal 4’s current input system to allow for designers to easily dictate which groups of input were valid at any given point, thus allowing for them to multimap buttons on the controller without having to set up the filter logic themselves. I have copies of the documentation I wrote up detailing the technical specs of the system (here) as well as detailing how the system works in practice (here).
Character vanity was not fully completed before the project was shut down, but I had begun planning/implementing it. A copy of the documentation for my vanity implementation plan can be found here.
All documentation shared has been done so with permission from Robot Entertainment, Inc.

