Smuggle Activity Objects
Object Tech - Renegades (2025)
game object creation and iteration
For Renegades, we needed multiple iterations on a “smuggling” gameplay loop. I created the objects and logic for two different versions of the same core smuggle loop: one that requires the players to locate heavy crates that are scattered throughout the environment, and one that requires the player to collect and transport baubles that are dropped by enemies as loot. For each version, I created both the carry objects themselves as well as the pickup/drop off points.
smuggle crate activity gameplay
In addition to creating the logic that drove everything (including pick up, drop off, win state, fail state, etc.), I also needed to find a way to combine multiple separate meshes (the individual crate meshes) into one single mesh that could be used at both the pick up and drop off points.
To solve this, I created a state-machine-driven multi-part mesh in 3D Max that I could then modify at runtime based on how many crates the player had dropped off or picked up.
smuggle loot gameplay