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Launch Title - Main Menu

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...

Launch Title - Pre Production and Research

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...

Industry Facing Materials - Overview

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...

VR/Mobile Game Development - Vignette

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...

VR/Mobile Game Development - Menu Popup

When conveying information to the player, we decided that this would be through a textbox Popup on the Player's wrist. For handiness, we...

VR/Mobile Game Development - Pause Menu

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...

VR/Mobile Game Development - Menu Continued

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...

Level Design - Weapons

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...

Level Design - AI & Enemies

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...

Level Design - Cutscenes

To create a narrative experience, I learned how to make cutscenes to impliment into my level. The first cutscene I made was for the...

Level Design - Blockout

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...

Level Design - References

In Blocking out my level, I used various references from real government buildings from around the world. The hardest part of my level...

Level Design - Pre-Production

In our Level Design Module, before actually creating the level itself in Unreal Engine, we had to create various materials in...

Mobile Game Development - Main Menu

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...

Level Design: Analysis - Halo 3

I have decided to analyse "The Storm", the fourth mission from the "Halo 3" entry in "Halo: The Master Chief Collection". This level has...

Gameplay Prototyping - Pickups

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...

Gameplay Prototyping - Teleporter

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...

Gameplay Prototyping - Widgets and UI

I experimented a lot with Widgets and UI this time around. The most experimental one was a short message that showed every time the...

Gameplay Prototyping - Rhythm

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...

Gameplay Prototyping - Collectables

Within my level, I had the objective of the player finding a certain amount of collectible items. This was done through research of a...

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