This was a really fun project overall, and I learned so much from this class! 😀 Also, a shout-out to our professor, Kane!
This was a really fun project overall, and I learned so much from this class! 😀 Also, a shout-out to our professor, Kane!
I ended up making a Monty classroom in Unreal. I thought it would be a fun idea. I took a photo of the floor and rotated and duplicated it in Photoshop to create the tile texture, and I modeled the chair in Maya.
This week, I created the landscape and blocked out the temple for my cinematic. I also edited the camera to create 7 shots and developed a blueprint for the elevator that transports the player to another world.
I have placed all the assets into the Sequencer and created a main sequence to control all the sub-sequences. I learned so much about Sequencer this week, and I truly feel its power since it can handle almost everything: FX, audio, animation, camera, and more.
I created this effect in the Niagara system for my elevator drop shot. I plan to speed up the smoke a bit more to better show the speed of the elevator. I will also add some camera shake to the shot.
After the door opens, the character enters the elevator. It takes them to floor “∞,” and when the doors open, they see a completely different world.
The metal elevator dropping from the sky would create a strong contrast with the temple environment.
There will be several steps to activate the Summoning Circle, followed by a series of epic shots (extreme long shot, medium shot, and close-up) to introduce the elevator’s dropping.
My idea for the epic door is to create an elevator that drops from the sky when the Summoning Circle on the ground is activated. The world design is similar to an ancient lost temple. I included a reference image for this.
I created a fracture Blueprint for the pumpkin, where the player needs to click it three times to trigger the fracture. I used the Chaos plugin and a Multigate node to achieve this effect. I also created a Blueprint door that can open and close.
I downloaded a set of low-poly castle models, and I plan to make a clicker game using these assets. My idea is that when you click on objects in the scene, they can catch on fire, disappear, change color, or trigger new elements to appear in the scene.
Here is my update for this week. I added a cave and more assets to fill the scene. I also plan to add more trees and make the ground look like dirt instead of all grass.
Week 2 Update:
I changed the ground texture and added several grass, flowers, and rocks to replace the original grass. All of the assets are from Unreal Fab.
I am also considering adding water puddles to the scene instead of a river or a lake.
I plan to create a post-apocalyptic city scene with trees, abandoned buildings, and cars. The trees and grass have grown heavily, and vegetation covers most of the area.
5000 x 5000 UU Size
Blockout of the city
This is the first time I am posting my Dev Log for the Unreal class GAME 710. The first image shows the size of a 5000 × 5000 Unreal unit area. The second image shows the final blockout.🙂