Saturday, December 19, 2015

ET15 FINAL PROJECT


ET15 FINAL PROJECT


ET15 ASSIGNMENT 15 HEALTH & DAMAGE


Player Damage inflict from fall, both from lower a height and death after falling from a high position




Player damage and death from zombie attack




Player death from proximity mine




Player killed by plasma turret




Restore Health





ET15 ASSIGNMENT 14 Basic AI - Pace & Chase



1- AI that paces around the level.




2- AI that chases you.




Friday, December 18, 2015

ET15 ASSIGNMENT 13 PICKUP ITEMS


Various In game pickup Items


Ammo pick up to increase ammunition for rifle weapon



Pickup additional weapon with different characteristic and equip new rifle


Health pickup to increase the player health


Invisibility by drinking a potion



Pickup a biometric keycard to unlock gate




Thursday, December 17, 2015

ET15 ASSIGNMENT 12 Models, Materials & Lights


Custom Textures in level with normal, specular lighting, ambient occlusion, and color maps 



Blueprint light sources and lights with physical models




Thursday, November 19, 2015

ET15 ASSIGNMENT 11 SETTING UP MODULAR MODELS WITH MODULAR TEXTURES


Floor Texture Sheet 1


Floor Texture Sheet 2


Wall Textures applied in MAYA


Floor Textures applied in MAYA


Thursday, November 12, 2015

Thursday, November 5, 2015

ET15 ASSIGNMENT 09 SOUND EFFECTS





Alarm sound trigger and flip book animation plus pulsating material changes



Blueprint communication to turn on path and trigger physics on other blueprint classes









Thursday, October 29, 2015

ET15 ASSIGNMENT 08 DOORS & MORE



single sliding door with status indicator light




double doors that slide 



 
doors operable with keyboard command 'O' with screen prompt



lights that can be switched on and off.



Thursday, October 22, 2015

Thursday, October 15, 2015

Thursday, October 8, 2015

ET15 ASSIGNMENT 05 MODELING MORE COMPLEX ARCHITECTURAL ELEMENTS



Part 1 Modeling

Floor Pieces


 Floor 1


Floor 2


Floor 3


Floor 4


Floor 5


Floor 6

 Ceiling Pieces


Ceiling 1

Ceiling 2

Ceiling 3

Ceiling 4

Misc. Architecture Elements



 Misc - Wall Intersection Connector


Misc - Railing


Misc - Steel Beam


Misc - Catwalk Edge Trim/Light


Game Components imported and arranged in Unreal



Screen Capture 1


Screen Capture 2


Screen Capture 3


Screen Capture 4


Screen Capture 5


Screen Capture 6

Video Walkthrough

 



Thursday, October 1, 2015

ET15 ASSIGNMENT 04 MODELING A MODULAR LEVEL

Maya models of building modules

Part 1 Modeling in Maya



Assignment Posting revised to following class criteria



8 Different Wall Pieces


4 Different Door Pieces

Part 2 In Unreal Engine

 


Screen Capture 1


Screen Capture 2


Screen Capture 3


Screen Capture 4


Screen Capture 5


Screen Capture 6

Thursday, September 17, 2015

ET15 ASSIGNMENT 01: Game Level Critique 

 

Game:  Shadow of the Colossus

Level: Introduction Scene and first level

Setting:  In a expansive, cinematic, nature-looking environment, with various topographic features such as rock cliffs, deep valleys, vast meadows , and sandy plains.  The landscape is dotted with remnants and building artifacts from past eras that have long been abandoned.  This land is simply referred to as the Forbidden Land and it is beautifully rendered in muted colored tones and coupled with a majestic, dramatic yet somber sound track - perfect setting for the long intro of the protagonist, a lone young man named Wander, with a determined, serious, and sobering expression.


Event:  Wander rides in the vast landscape on the back of his sole companion - a horse named Argo -  carrying a dead maiden and must defeat 16 massive mystical creatures to resurrect the dead maiden.  Armed only with a sword and a bow.  There are no other character to interact with, no weapon upgrade to gather, and no intermediate enemies to defeat.  The essence of the game is purely condensed to finding and defeating of the 16 colossi - each with its own unique appearances, locomotion, and weakness, and all massive in compared to the player character.   To find these colossi, Wander uses the light reflected off his raised sword to guide his way around the vase scenery.



Mechanics:  The game player as Wander, has no supernatural abilities and no extraordinary strength nor can leap great distances, except perhaps the fortitude of not getting killed when taking a fall from great heights, and bravery in character facing such massive foes that seem impossibly large to defeat.   With only basic, and typical 3D player movements, such as leaping, grasping, running, climbing, stabbing, the player must evade the attack of the colossi and find the weak spots of each of the colossus by scaling them.


The initial shock of confronting with the extraordinary size of the colossi and the subsequent discovery by the player that by grid and determination, seeming impossible feat can be accomplished.  The drama of  struggle against the odds is in tuned with the basic human condition and emotions, as illustrated by various classic tales, most famously that of David and Goliath.  It is this universal connection to intrinsic basic human drive to overcome that makes the game action so emotionally charged and appealing.






 

ET15  ASSIGNMENT 02: BSP LEVEL BLOCKOUT

Screen Captures






Reference Images