Posts

BLOGPOST #20

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 I worked on set dressing for my capstone project. And also setup new cameras for both cinematic and gameplay purposes. I talked to Rich last week about the cameras and he gave me some really cool feedbacks on how to approach camera transition and how closer shot that includes characters can build more intimate relationship between player and our main character.

BLOGPOST #19

 All I've work on this week is just trying to create something in maya. I am learning on how to use it and how to fix collision issue when importing mesh into Unreal Engine. Planning to start on my new level and work on making player mechanics (Portal/dimension switching, light switches) Also going to plan more detail on what is gonna happen inside the level.

BLOGPOST #18

I went to GDC last week and was able to get many inspirations from different talks. So aside from going to GDC, I have also spend time to think more about my next design project.  Quest Flow I want to do more scripting and wanted to design levels that revolves around simple mechanics.

BLOGPOST #17

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Last week I worked on making the webpage for my personal project. I also reworked the 2D layout to fit my current level. For capstone, I made a new Whitebox for the fire library, also adding a exterior entrance area for the sake of better storytelling. For this week I will work to polish up the fire library and also come up with some new idea for my next personal project. I am also gonna do some jub hunting on the ide.

BLOG POST #16

Last week I finally finished my initial level blockout and Gave it to Kevin to review.      He gave me some feedback Spawn infinite enemies for chase sequence instead of making them immortal Trigger volume blocking bullets (fixed) I've also updated my business card. Last week I've also done A lot of visuals / set dressing for my capstone team. I am planning to completely reword my website and update it this week.     

BLOGPOST#15

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 Level is for LD2 Finished the whitebox part of the level, this week I will be implementing all the gameplay in it. Some issue that I encountered:     - Decide how Mr. X is going to die  (fixed)          - A ball is gonna fall from ceiling and smash him     - add a new playable area  (fixed)          - a upper level for the top level to push a trigger that drop a ball     - Navigation mesh disappear when geometry Collection become debris  (fixed)          - I initially used blueprint to spawn a geometry collection in place of a sm that has no collision but the problem still exist. And I found that you can disable "effect nav mesh" in detail.          - Connect pathnodes for new spawns          - how to destroy chaos object (fixed)

BLOGPOST #14

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 I am working on the Whitebox part of my level. Currently having a bit of trouble redesigning the layout of the dungeon/jail area. I will start to light the scene better once that is finished. Also need to implement gameplay this week as well.