LOG ONE
RESEARCH AND STORYTELLING CONCEPTS
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LOG TWO
GAMES DESIGN – CREATING A GDD
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In class, we were grouped and told to ideate for an upcoming GDD project, and I decided to use the rapid ideation method, which I was familiar with and enjoyed.
After ideation, we settled on my idea of Rideouts, an activist event that revolves around cycling and cyclist safety.
l felt pretty passionate about this idea and wasn't ecstatic with how our GDD turned out in class, so in my own time, I developed the idea further.
LOG THREE
 DESIGNING LEVELS & ASSETS
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Below is my work from the introduction to Unreal Engine lesson.
I can be seen placing and moving objects (actors),  adding materials and colours, and adding constants and emissive light using visual scripting (Blueprints).
CEREAL BOX 
The cereal box workshop was helpful in highlighting the importance of understanding UV Mapping and how to manoeuvre around it. 
Below is a full video on the process, along with a GIF showing how I used Photoshop to slice the cereal box image and scale it into place in line with the UV MAP.
COIN
The Coin was one of my favourite assets to create, the simplicity of it but also adding the designs to it.
in the videos, you will see the initial creation of the coin using Maya, UV Editing in Photoshop, further texturing in Substance Painter and last but not least, importing the asset into the Unreal engine and using visual scripting to make it spin and float.
COIN ROTATION
 COIN COLLECTION
SCROLL
Creating the scroll asset was of a similar nature to the coin. The process is shown below,
SCROLL WALKAROUND
After importing the scroll into Unreal, here is a walkaround.
SCROLL COLLECT
Using visual scripting (Blueprints), I created a collect scroll mechanic.
BMX Bike
I created this asset inspired by my GDD, The Ride Out.
The BMX Bike is a main component of the game, and so I built it in Maya.
(See LOG 7 for Texturing in Substance Painter)
STAIRCASE with RAIL
A secondary asset to the BMX Bike is a staircase I built for the environmental element of the game.
(See LOG 7 for texturing in Substance Painter)
Intro to Blender Sculpting
Creating an Asset using the essential blender sculpting tools.
LOG FOUR
WORKING ON GAME ENVIRONMENT
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MEGASCANS Environment
I put together this level using the FAB library built into the UNREAL ENGINE 5 software.
I kitbashed western-style canyons and added water to create a little enclosed area.
I incorporated stick assets to add details and played around with lighting, as you can see.
LOG FIVE
WORKING ON GAME CHARACTERS
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MUDBOX
This was my first time using Mudbox for sculpting. 
I found the software easy to use and found it simple to add a form to the face sculpted more so than other sculpting software,

Below, you will see my sculpture, and then add extra shapes using Maya to make the eyes and then further sculpt.
CREATING A GAME CHARACTER
I started to build a character in Maya using basic shapes. I started with the body and neck, then the arms and legs, and then duplicated them to the opposite side.
The Shoe was a challenge because initially, I had just blocked out two chunks but delved further and modelled a shoe.  
FACE RETOPOLOGY
for the face, I used a retopology method in Maya. On the left, you will see blue squares. For some reason, the process photos I took didn't save apart from that one but the idea is to cover the whole face with those blue squares and photo 2 & 3 is the outcome, a face that has been retopologised.
BLENDER HEAD SCULPTING
Using a blender, I sculpted a cartoon-style head.
In the end, it reminded me of a Disney character, perhaps one from the Ratatouille era with a long droopy face. I enjoyed modelling this character in Blender.
LOG SIX
UNDERSTANDING VISUAL SCRIPTING (BLUEPRINTS)
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Blueprints from Intro to Unreal Lesson
Below you will see examples of how I used Blueprints to add textures, change lighting and add materials to objects in Unreal Engine 5
Scroll Blueprints
The scroll had quite a few elements in terms of blueprints because I had to make a floating and spinning scroll while also adding a collection system and UX/UI for a pop-up.
The Timeline seen above is created for the floating movement of the scroll.
Blueprints involved to make it all flow and work
LOG SEVEN
MAKING A GAME PROJECT
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UNREAL ENGINE Basic Level Design
I built up a base with a staircase, added a roof, and then slanted the roof. 
This was a useful introduction to unreal and level design.
BMX BIKE SUBSTANCE PAINTER
Texturing the BMX in substance painter with a rusted sort of feel.
Texturing the staircase and the rail in substance painter, again, going for a worn down esque feel for the rail and stairs to indicate age and usage.
This was a personal project, but I wanted to include it here anyway, regardless of not having the process images.
Creating the wine bottle in a blender was the easy part, but it was texturing, rendering and adding the liquid to the glass that was incredibly hard. 
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