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From the very beginning, I wanted to focus the Main Menu in a 3D Space, where each option would give you a different glimpse of the...
For our Launch Title module, we had to come together with students from the animation course in groups to devise a game around the theme...
Finding a Role In doing a degree in Games Design, I learned of the many industry standard roles that exist within the industry. I found...
While most games have HP meters on the screen, this was unfortunately not a good fit for our VR title, as it would disrupt the player's...
When conveying information to the player, we decided that this would be through a textbox Popup on the Player's wrist. For handiness, we...
The Pause Menu was something I struggled with. This is because, in VR, you can't traditionally call a Widget Blueprint in front of the...
Due to repository failures at the time, I, as a UI Designer, was advised to create the Main Menu in a separate project. Once our...
I decided to make the choice to not give the player any weapons through the main path, and instead limit it all to optional paths. I...
I had many challenges in incorporating the AI in this project. For one, I originally had far fewer enemies in my level, as I hadn't...
To create a narrative experience, I learned how to make cutscenes to impliment into my level. The first cutscene I made was for the...
Blocking out my level took longer than I wanted, but I still managed to complete it. One tip I used for Blocking Out was the use of...
In Blocking out my level, I used various references from real government buildings from around the world. The hardest part of my level...
In our Level Design Module, before actually creating the level itself in Unreal Engine, we had to create various materials in...
The menu of my game took quite a bit of work, and a bit changed from Pre-Production to the finished prototype. The consistent factor...
I have decided to analyse "The Storm", the fourth mission from the "Halo 3" entry in "Halo: The Master Chief Collection". This level has...
Pickups were relatively easy to program. For Health Pickups, I set the collision to none, meaning the player doesn't have to press a key...
Within my world, I had the three sections of my level, being the actual concert hall, the first floor and the second floor, all in the...
I experimented a lot with Widgets and UI this time around. The most experimental one was a short message that showed every time the...
While I struggled a lot with bringing my original idea to life in Unreal, I still wanted to bring rhythm mechanics within my game. I was...
Within my level, I had the objective of the player finding a certain amount of collectible items. This was done through research of a...