CHRISTINE (SOUND) WRIGHT
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    • Level Design: Indiana Jones
    • Design: Space Robots
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The Build

1/5/2018

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Download and Explore!
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Week 4

1/3/2018

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The Water Works

I mean to say the water is functional! (I'm not crying).
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Material BluePrint | Waterfall

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Material Blueprint | slow water

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Text Triggers

BluePrint | Collision Display TExt

If the player enters this trigger box, display text. Hide the text when the player is not in the trigger.
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Blueprint | Text rotation

Begin with placing the text actor in the scene. Get both the text actor and player camera's local position. Subtract their Vectors and set that result as the actor's rotation. 
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Week 3

1/1/2018

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ITERATION 

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Working in a cave has come with some epic strategies. Lighting has been the most important part of my process. It has been a delicate balance of adding small amounts of static lights and baking the map to test the environmental aesthetic and make sure everything is building together evenly. I must say that I think I have started lighting from scratch 3 times! Third times the charm though.
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Modeling and implementation 

There were a couple instances in the level in which I required some unique objects. I found that it was quicker to model and texture some things myself rather than tracking down and modifying pre-made assets.

4 assets on a 1080x1080 maps size. If I have time I hope to add detail to the large assets by use of UE4 decals with in UE4. We'll see what time allows.  
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    Christine Wright (aka sound)

     Sound Designer | Game Designer

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  • Home
  • About Me
  • Audio Design
    • Audio Projects
    • Shooter Game
    • Music Composition
  • Game | Level Design
    • Level Design: Indiana Jones
    • Design: Space Robots
    • Design: Core Storm
    • BooBooSNAP!
    • FIEA Level Design Submission
    • Merry Mayhem
  • Contact
  • Extras