While in my Foundations Course, I pursued an interest in level design tools using Synty Polygon assets provided by the school.
During the level-design prototyping portions of the course, I wanted a better way to put railing meshes around my level. I knew vaguely about how other people would create tools to help with this process, so I started researching it.
When seeking out feedback from my mentor, they introduced me optimization methods such as using instanced static meshes (for performance) and static mesh arrays & sets (makes expanding in future easier).
With some mentor-guidance, I moved on to making a wall blueprint that used wall meshes and pillars, and eventually pushed on to make a modifiable floor with walls on either side.
An additional goal with this tool was to provide easy to change variables that would make it easy for other designers to change out meshes or layouts.
This practice has left me quite interested in pursuing design tools such as Unreal's PCG systems or Editor Utility Widgets
This was the first, collaborative project I participated in a challenge event at CG Spectrum.
I lead a group of 4 other people (1 other Game Designer, 1 Programmer, and 2 3D-artists) to create a small prototype game based around a seasonal theme, harvesting.
For my Introductory course at CG Spectrum, I learned the important aspects of high-level design for a game concept.
I created the concept for Capital Punishment, a sci-fi shooter that focuses on capital ship warfare, through the use of a Pitch Deck and Game Design Document (GDD)
I worked with a programming partner, Buu Lam from CG Spectrum, to practice group work and communication.
We practiced a meeting schedule that followed a weekly Slack meeting setup and involved setting action items per person. For documenting and communicating ideas, we used a shared google document.
I was responsible for:
leading the brainstorming portion to communicate ideas/mechanics with the programmer. These ideas included the 3 different approaches to getting the basketball in the hoop.
creating UI elements where I used Unreal Engines UMG tools as well as implemented a free asset for interaction indicator.
adding sounds for the squirt gun action, cannon blast, Pokeball effects, and victory condition. I used free assets as well as modified a couple sounds in Audacity.
building 3D assets not provided by the Challenge Creators. These included the Basketball Court and the Cannon prop. I created both of these assets using Unreal Engines built-in Modeling Mode tools.