80lv: Paras, we’ve actually covered Raji quite some time ago. Could you tell us in short how was the game going? What is the current status and where are you with the game in general?

The previous article extensively covered the process that went behind in creating the environments for the playable demo we released last year. Ever since then though, the road has been rough for us and Raji. After an unsuccessful Kickstarter campaign, we have been moving along gently with the development, weathering personal, emotional and financial challenges. The project got a second wind in the form of the Unreal Dev Grant in July and getting featured in Microsoft’s E3 conference opened up some potential avenues for the future of the game. The art style of the game had already been established and validated by the community through their overwhelmingly positive feedback. So, after getting some wind in our sails, we geared up to work on elevating the gameplay up to that level. For the past few months, we have been working on the movement and platforming mechanics for the playable character.

Character Movements

80lv: Let’s discuss a little the traversal experiments you’re working on. How do you approach traversable planes and what are the ways you’re actually working with them in UE4?