Paused is a 3D action-adventure about the natural desire to stay connected to our inner child. It is the tale of an otter named Thea. The core mechanic in Paused is the ability to slow down time to the point of total stop. It is called “Shimmer“ and is a metaphor of that sensation of time your had as a child. “Shimmer“ slows down objects gradually. Nearby objects are stopped in motion while the farther away an object gets the more normal it’s motion applies.

We did programming and technical art on the team. We also created APIs and tools for the designers and gameplay programming, aswell as a internal systemic gameplay framework (gameplay signals) for Unreal Engine.

His main tasks were: Gameplay Programming, VFX, technical animation and 3D animation of enemies, and rigging of characters, project management, level scripting, API development for designers, procedural texturing, tool development. Additionally to this, some assets for prototyping are created by him.