the time i made headcrabs in unreal

Way before Half-Life Alyx had been announced, I spent a couple of days one Christmas remaking Half-Life 2’s headcrabs (using their existing art and anims) in UE4, but with additional physical reactivity – they can lose their footing and struggle to recover, smash into things and active-ragdoll around after a bad jump, get picked up by the gravity gun, etc. Half-Life Alyx later did the exact same thing, which I remain somewhat chuffed by even if this was just the obvious next step for headcrabs.


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