AlexanderFinegan.com

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  • Home
  • Projects
    • Half-Sword (2023)
    • The Last in Line (2018)
    • Fae Game (On Hiatus)
    • DreamCatcher (2017)
  • Gallery
    • 3D Animation
    • Game Design
  • Contact Me
  • More
    • Home
    • Projects
      • Half-Sword (2023)
      • The Last in Line (2018)
      • Fae Game (On Hiatus)
      • DreamCatcher (2017)
    • Gallery
      • 3D Animation
      • Game Design
    • Contact Me
  • Home
  • Projects
    • Half-Sword (2023)
    • The Last in Line (2018)
    • Fae Game (On Hiatus)
    • DreamCatcher (2017)
  • Gallery
    • 3D Animation
    • Game Design
  • Contact Me

Half-Sword -Gauntlet- a Medieval Fencing Simulator

Half-Sword Dev Log

Check out our Kickstarter:

https://www.kickstarter.com/projects/halfsword/half-sword-gauntlet


Try Out The Free Demo:
https://knives-frank.itch.io/halfsword

The Game in Action

Here's some gameplay footage from the game's lead developer, 

Frank Togonidze.

Dev Interview

Here we are interviewed by youtuber 'Valentin the Mad' about the game's multi-layer damager system.

My Role in Half-Sword

Technical Artist

I joined this project late in 2022 after reaching out to the developers online and offering my services. Since then I have worked closely with them as the technical artist to blend gameplay, effects, artistry, and mechanics to create this one of a kind game. I have had a hand in Rigging Characters and Armor, creating PBR material assets, creating and implementing 3D Models, and utilizing techniques like Render Targets and Vertex Painting  to help create the advanced and highly detailed 

Multi-Layer Damage System.  

About the Game

A New Take on Medieval Games

Half Sword aims to be historically accurate in design and function from the armor and clothing of the characters to the environments they fight in and the various techniques they use in combat.

Physics Based Fighting

The characters use a procedural active ragdoll system so they can interact with anything and everything within their environment. They can trip on objects, collide with a passing character... they can even get concussed by running head first into a wall.

Advanced Response Mechanics

We are aiming to make Half-Sword one of the most responsive games on the market with fully procedural, physics-based animations, liquid simulations that can pool and even drip down surfaces, and a multi-layer damage system that accounts for everything from the material of the clothing you wear to the angle and edge-alignment of the blade that struck you.

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