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CATHULHU- Collaborative Game Project

Cathulhu is a whimsical and eerie underwater adventure where you play as a deep-sea diving cat, tasked with catching fish to appease an ancient, hungry sea god, Cuthulhu. Fight off predators with a harpoon gun, upgrade your gear to dive deeper, and face the moral dilemma: feed your starving village, or satisfy Cuthulhu’s hunger?

🐈 Locomotion: Running & Swimming 🐈

  • Designed and implemented fluid running and swimming animations with additive layers and blendspaces

  • Developed a custom swimming system where motion leads with the cat’s head, achieving a more natural underwater flow

🎯 Harpoon Gun Animation System 🎯

  • Animated the full harpoon interaction set: equip, aim, shoot, and dequip

  • Integrated animations into the gameplay loop using Unreal Engine’s animation state machines for responsive and satisfying combat

🛠️ Additive Procedural Physics 🛠️

  • Applied procedural simulation physics to enhance secondary motion in the cat’s ears and tail, adding realism and charm

  • Created procedural tentacle animations for Cuthulhu, emphasizing its otherworldly weight and presence

🎭 Facial Animation System 🎭​

  • Built a spritesheet-based facial animation system using Unreal Engine 5’s dynamic materials, material instance parameters, and animation notifies

  • Expressions driven by UV-offset sprite switching on a flat facial plane (similar to The Legend of Zelda: Wind Waker) allowing expressive, stylised faces without rigging

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Software: Maya
Engine: Unreal Engine 5

Production time: ~8 weeks
Responsibilities:

  • Character Animation & Rigging

    • Animated core movement sets: running, swimming, jumping, aiming, shooting, and combat combos

    • Rigged and skinned the cat and Cuthulhu characters, iterating with 3D artists using proxy rigs for rapid development

  • Animation Systems & Blueprints

    • Built complete animation blueprints, state machines, blendspaces, and motion warping systems for both swimming & running

    • Developed responsive locomotion using additive layers and procedural animation

  • Procedural Animation & Simulation

    • Implemented dynamic physics for the cat’s ears and tail, and Cuthulhu’s tentacles to enhance realism

  • Combat & Weapon System

    • Animated all harpoon mechanics: equip, aim, shoot, and dequip, with smooth transitions integrated into gameplay flow

DESIGN

Alfie Ellis- Design Lead, Sound, UI

Lucy Elliot Darling- Producer, Design

Michael Fadare- Level design

Amy Cooper- Design, Tech

Anisur Rahman- Design, UI design

Chris Simpson- Design

TECH

Amelia Hamari-Filby- Tech Lead

Kal Ansah- Tech, Tech art, Concept art

Connie Barker- Tech

Haven Blakely-Rivers- Tech

Michael Gordon- Tech

Toly Gilman- Tech

Leah McMillan- Tech

Jay Molloy- Tech

Harry Read- Tech

ART

Jonny Renaut- Animator

Gian Subrt Holly- Art Lead

Maggie Combes- Character art

Dylan Carrol- Art

Nathaniel Landon- Hard surface art

Jack Maver- Hard surface art

Pixx Sachdeva- VFX, Tech art

Arminas Orlavicius- Environment art

CONCEPT

Kyle Kenyon- Concept Art Lead

Dilara Altindas- Character Concept

George Yoxall- Concept Art

Credits

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