Andrew LeMat

Most of my work with Path of Neo involved the development of a multi-opponent fighting system. The main goal was to create player controlled fight sequences against large groups of enemies. This was achieved by scripting together hundreds of motion-captured animations for grappling, blocking, evading, countering, striking and weapon fire.

I also worked on a lot of script for player and enemy traversal, "Matrix mode" time slowdown, aerial acrobatics, hit reaction distance and speed, death and ragdoll timing, character collision, along with general animation lengths, speeds, and compression.

Path Of Neo