
Super Vault Boy
A downloadable game
Super Vault Boy
A technical demonstration showcasing advanced 3D character control systems in Godot 4.4, featuring fluid camera movement (built upon my third-person camera controller that provides Mario Odyssey-style camera functionality), state-driven animations, and reactive facial expressions.
Core Systems
State-Driven Animation System
Implemented a BlendSpace2D-based state machine that seamlessly transitions between player states:
- Ground Movement: Idle → Walking → Running with smooth speed-based blending
- Aerial States: Jumping → Falling → Landing with proper apex detection
- Smart Transitions: Context-aware state changes that feel natural and responsive
Dynamic Facial Animation System
Created a texture-swapping facial controller that responds to gameplay:
- Facial expressions automatically change based on player state
- Neutral (idle), Smug (running), Shocked (jumping/falling)
- Easily extensible system supporting 8+ expressions
- Material override system for performance-efficient texture changes
Professional Blender-to-Godot Pipeline
- Custom character modeled and rigged in Blender
- Animation retargeting in Godot 4.4 for seamless integration
- Optimized mesh and material setup for real-time rendering
Animation Architecture
The UnifiedPlayerController uses a two-axis BlendSpace2D system:
- X-axis: Movement speed (Idle → Walk → Run)
- Y-axis: Vertical state (Ground → Jump Start → Jump → Fall)
- Smooth interpolation between animation states prevents jarring transitions
Modular Effect System
Auto-discovery system for audio and particle effects:
- Jump, land, and run effects tied to state changes
- Continuous effects (running particles) vs one-shot effects (landing)
- Decoupled architecture for easy expansion
State Machine Design
Clean separation of concerns:
- State calculation logic
- State transition handling
- Animation blending system
- Effect triggering
- Facial expression management
Each system operates independently but coordinates through the state machine, making the codebase maintainable and extensible.
| Status | Prototype |
| Author | Lewis Stephens |
| Genre | Platformer |
| Content | No generative AI was used |





