Level Design (551309_A21_T1)
Lighting and emissive materials
Following the canvas tutorial, I made examples of lighting and emissive lighting.
Following the canvas tutorial, I made examples of lighting and emissive lighting.
First room The player starts in a medium sized room stood next to a ladder coming down from a sewer grate. The first thing the player sees is are the railings, currently displayed as red rectangles. These railings are leading lines (Shaver, 2018) that will guide the player through this Read more…
I added simple indicators as to the locations of various assets that will be in the level. I have coloured them red so that they stand out from the rest of the level.
I have further developed the sewer level blockout I finished the jumping area and put a ceiling on it. I added a small brown patch beneath the tree to look like dirt. I then added the final area of the level. It is a large platform that will have a Read more…
I have further developed the blockout for my sewer level. I primarily focused on cleaning up and finishing the exterior of already created areas although I have added more to the level today. The first area I finished off is the off shoot of the second room, the maintenance room, Read more…
Today I further expanded on the blockout of the sewer level I am creating. I first drew out the area I wanted to create so that I would have a reference as to what I was creating and not just going at it randomly as I have in the past. Read more…
I have further developed the blockout of the sewer level I am creating for the first level design assignment. I have added the entrance to the mine system that is beneath the initial sewer section. The ramp leads into a drop that will place the player into a mineshaft, I Read more…
For the level design assignment, I have decided to improve the sewer level created by Stuart when he was in university. The level Stuart created had the player moving through a sewer, finding various science rooms along the way. I intend to use the sewer environment but drop the advanced Read more…
This week in the labs session, I learned how to make a door open in Unreal using blueprints. I first started by reverting the capsule radius of the first person player to the default size so it would fit through the door model. I then placed the starter content door Read more…
While creating a landscape in the lab session today, I got to a point where I was a bit confused and didn’t really know what I should do. This is when I realized that I haven’t been doing the proper set up before the creation. I would jump into the Read more…