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Final Deliverables
---Critical Analysis and Project Document
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Flythrough capture of the level
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Recording of Level Playthrough
Disclaimer: this seems a bit low quality since I had to compress the big file to upload it here but this is my final gameplay.
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Note - The Sky atmosphere
Everything was coming together perfectly how I wanted it to be and I was really glad about that. I also decided to keep the sky atmosphere lighting in the background with a bit of sunset setting instead of removing it and putting lights, as I mentioned before this evokes Annesley's experiences as a RAF pilot and his desire to capture the feeling of flight and lightweight forms in his art through placement and shapes despite his actual artworks being made out of rigid welded metal. And the game being up in the sky itself was perfect for this concept.
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Adding Blueprints - Player winning at the end ONLY if they have collected all the tokens
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Adding the trigger box at the end of the map
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Testing:
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tutorial reference:
youtube
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Adding Blueprints - Game over, Restart or Quit if the player falls off the edge of the map
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I did that by using a big trigger box covering the map underneath
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Testing:
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tutorial reference that helped me:
youtube
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minadi-mga2024mi5015 · 2 months
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Adding Blueprints - Token Collect and Token Widget
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I used the same tutorial I tested out before with coins
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minadi-mga2024mi5015 · 2 months
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Making Tokens - small inspiration by shapes of Plane Engines with Annesley's connection to planes and RAF
The base idea I had for this game was for the player to collect coins and reach the end, but since coins wasn't really related much to my artist, I went with making tokens that were inspired by the shapes of plane engines - Something that was an inspiration to Annesley's work as well with his love for the Royal Air Force and his sculptures having significant inspiration with the shapes that something would make in the air if it was attached to a flying plane.
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References^ I didn't want it to be too detailed either since the player is going to pick it up really quickly but I wanted to have a small inspo from it atleast so I modelled one on blender while taking in the shapes.
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After adding it on unreal with a silver material ^
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minadi-mga2024mi5015 · 2 months
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Adding the Water and Moving Platforms Blueprint - Finally
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after my lecturer's feedback i was easily able to add the water using the custom water body - the lake option I tried to use was way too big for my scene so this worked perfectly fine.
I also added the moving platforms over the water that the player has to jump through
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youtube
this video was quite simple to follow through and did exactly what I wanted
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minadi-mga2024mi5015 · 2 months
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Adding the water - multiple failed attempts
So I wanted to add the water body in the hollow curvy part I made on the floor, but I faced quite a few errors where I couldn't adjust the placement/depth/level of the water zone.
In my previous attempts in class, everything worked fine and we used a big blank landscape when adding our water body and it worked fine.
But since I didn't want a bigger landscape beneath my map itself, I added a small landscape under the place where I wanted the water - everything would work normally right? but well, sadly it didnt.
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At first it looked exactly how I wanted in viewport but-
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The depth of the water wasn't appearing in gameplay and i noticed its cuz when I add the water body and adjust the placement, the landscape under it moves upwards for some reason too.
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multiple failed attempts - I'm keeping this for now to try again later.
(Also I did watch some youtube tutorials as well but everyone just put the water on a big new landscape which worked fine but I just can't make it work on my map with a smaller landscape sadly ;-;
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minadi-mga2024mi5015 · 2 months
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Experimenting with Lighting
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minadi-mga2024mi5015 · 2 months
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Gameplay Draft ss with materials
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minadi-mga2024mi5015 · 2 months
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Adding and Creating Materials
Before, I had an example that I just tested on blender with the type of metallic material I wanted for my assets - I intentionally wanted to accentuate the metallic look a bit more than how its portrayed in Annesley's work since I didn't want to just replicate his exact work.
I added my own small stylistic adjustments including a little thickness to the objects to have a bit of depth than just very thin sheets, all while keeping the hollow shapes concept and a bit emphasized metallic look since that's how I wanted it to show that he used thin metal sheets for his sculptures.
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minadi-mga2024mi5015 · 2 months
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Testing the Collisions
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Testing out complex collisions to move in between the shapes - this works and I'm adding them to certain shapes where I want the player to move through and leaving the rest as the existing simple collision to block the player from moving through some objects
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I tried attempting to add manual simple collisions as well but it didn't work that well how I wanted and I thought it was best to somehow make the complex collisions work for the most important parts while trying not to let my laptop give up on me :')
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minadi-mga2024mi5015 · 2 months
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Importing from Blender to Unreal Engine - Attempt 3
FINALLY I found out something that was making the model distort - I had to fix the normals and face orientation of the floor base and try it out.
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FINALLY i was able to import it properly and it worked so far - with everything intact
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I added complex collisions to a few objects in the front and I was finally able to move the character without floating
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I'm just wondering if I could add complex collisions to all the objects or manually add collisions to each of them (that might take more time though) but as you can see, I only added 3 complex collisions and my laptop was already kind of giving up on me and getting stuck cuz it uses up too much GPU memory. I'll try out other options add collisions to make it work and so far with trial and error I'm figuring out a lot of things in the process so thats a good thing :')
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minadi-mga2024mi5015 · 2 months
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Updated Map Progress so far
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minadi-mga2024mi5015 · 2 months
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Making the Base Map - Attempt 3
I attempted to make the hollow curved part again with the boolean modifier.
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