1. Overall level flow for both stage and backstage
2. Enemy distribution
3. Checkpoints and falling spots
4. Relative difficulty density across areas
1. Overall level flow for both stage and backstage
2. Enemy distribution
3. Checkpoints and falling spots
4. Relative difficulty density across areas
The player can move, jump, basic attack and also the full input mapping for all player actions.
For the camera, I used masks to separate the two worlds, it makes both spaces to exist without interfering with each other.
The player can move, jump, basic attack and also the full input mapping for all player actions.
For the camera, I used masks to separate the two worlds, it makes both spaces to exist without interfering with each other.
Game Design Doc.
Gameplay kit functionality.
Refine player zoo
3C Implementation
Game Design Doc.
Gameplay kit functionality.
Refine player zoo
3C Implementation
Finalized all camera refinements and added new shots for better scene composition.
Finalized all camera refinements and added new shots for better scene composition.
Completed the full environment build for the final assignment. Next going to focus on refining the cinematic and polish the camera work in sequencer.
Completed the full environment build for the final assignment. Next going to focus on refining the cinematic and polish the camera work in sequencer.
Started blocking out the environment and completed the process book for A3. Next I’ll be adding cameras and some visual effects for A4
Started blocking out the environment and completed the process book for A3. Next I’ll be adding cameras and some visual effects for A4
Finished texturing the model and brought it into Unreal, also started animating the door opening in sequencer
Finished texturing the model and brought it into Unreal, also started animating the door opening in sequencer
Just finished modeling the door for A3, next going to add texture and put it to unreal to animate
Just finished modeling the door for A3, next going to add texture and put it to unreal to animate
Finished dressing the medieval weapons table scene for A2. All props are placed, lighting is tuned. The last step is adding the rest of the particle effects.
Finished dressing the medieval weapons table scene for A2. All props are placed, lighting is tuned. The last step is adding the rest of the particle effects.
Locked in a medieval arsenal room as the main scene.
Key props: longsword, warhammer, throwing axe etc(All from Fab)
Next going to set up basic movement for each weapon and add particles
Locked in a medieval arsenal room as the main scene.
Key props: longsword, warhammer, throwing axe etc(All from Fab)
Next going to set up basic movement for each weapon and add particles
Fix the cave lighting
Blend model texture with landscape
Add ambient sound to the fountains
Fix the cave lighting
Blend model texture with landscape
Add ambient sound to the fountains
Replacing blockout with real assets, built a ruin and a dark cave interior with statues as focal point
Replacing blockout with real assets, built a ruin and a dark cave interior with statues as focal point
The goal is to create a ruined cave with an exterior courtyard.
Progress So Far:
1. Defined the playable space
2. Exterior trees, crumbled walls. rock scatter
3. Water pool added with staircase
4. Cave interior structure established, with a focal statue inside
The goal is to create a ruined cave with an exterior courtyard.
Progress So Far:
1. Defined the playable space
2. Exterior trees, crumbled walls. rock scatter
3. Water pool added with staircase
4. Cave interior structure established, with a focal statue inside