CHRISTINE (SOUND) WRIGHT
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week 2

12/21/2017

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Update

This week has been a blur of holiday food and family activities, but somewhere in all the festivities I managed to steal away and continue working on this level of mine. This week I wrote some blueprints, added terrain, ceilings, proxy rail roads, and played with lighting and post processing volumes. 

The world is 100% made... Technically

When I last left off, my white-box was simply made of walls and floors. I've since wrapped up proxy placements of clutter, quest objects, and have even replaced the BSP floors with terrain. I'm slowly in the process of populating the environment with final assets.
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Aesthetic progress

Before I began populating some the cave, I first needed to locate an asset pack of rocks with a mesh that was of a medium complexity. I also preference packs that had a decent set of normal maps for assets. 
I located a nice set of rocks and boulders. Initially they were meant to create realistic desert locations. Each rock had up to 6 different texture maps that made up a rock's material. My intended aesthetic is to be more stylistic so in order remedy that, I stripped all but the normal map from each rock. I then replaced the color map with a solid RGB value. This process yielded the look I was going for.  ​

Progress

Here are some progress shots in my level utilizing the processes described above.

Level Comparison 

All in all, I'm glad that I'm able to objectively define the strategies and processes I've tested and learned about thus far. I am eager to keep refining the process as I added new layers of detail to the environment.
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BLUEPRINTS | THE HIGHLIGHTER

I implemented some blueprint logic that highlights the edges of specific mesh when the player is within a certain range. These object are special to the quest I'm making and I wanted to make some elegant conveyance to the player that they should further inspect particular objects in the world.  
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Trace Back and Function Call

I began by making a unique collider name in my project settings and a blueprint actor given a tag name.  Using a sphere tracer, I set the range and radius at which this will activate when the player is close to an item with the specified tag name. When activated it will process to the corresponding functions below. 
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function: start HIGHLIGHT Trace

while collision is detected: If the item is new and not already highlighted, turn on the highlight.
If it's already highlighted, leave on and do nothing.
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Function: Stop Highlight Trace

When a highlighted actor is no longer colliding with the tracer, turn off the highlight on that actor, then nullify the function. 
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Week 1

12/19/2017

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update

Week one has flown by and I am currently heading into my blueprint stage, but first, let me update you with what has been completed.
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Level overview

The purpose of this level design project is to demonstrate proficiency in level building including common pre-production and production practices. 

look and feel

I will be basing my level's look and feel off of our newly formed Capstone Team's current aesthetic intent. While not 100% set in stone, our artistic tone is this:
  • "Over the top feel, relying heavily on a simplified style for our environments in order to keep focus on our main protagonist and his interactions."
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Our capstone game will take place in a desert- like setting and we hope to utilize strong color theory and lighting in each environment. 
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I plan to use world objects that are of medium mesh complexity with solid flat color maps. It is my hopes to use this project to test how we can scope our art pipeline by proving, or disproving, just how much of our assets will fit the aesthetic through how our geometry is lit in the scene.

level layout

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A suggested environment for our upcoming capstone is a "poisoned water hole" and a "mining shaft". While we have no current specifics beyond this, I did want to use these initial locals as the basis of my level design. 
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The player will begin outside, just before Cavern 1. This is the 'water hole'. Here I will test outdoor lighting but most of my world will take place within the mine/aquifer. I would like to play with instances within the cave where light comes through holes in the roof.  
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I also wanted to display potential clutter that would make the setting more believable, like mining tracks and water pipes. This map also includes the locations of special set pieces within the environment. These will be referenced further when I'm building the logic for a small quest.   

GAME PLAY Considerations

I have a plan about implementing game play logic into my environment but I'll wait till next week, when I've got it built, to go into detail. Here is my plan as of now.
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The WHITE-BOX is done!

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With my maps in hand, I have completed my white-box within Unreal Engine 4. I began with BSP materials to block out the environment (I left the roof off for now) and made a few material blueprints to give the BSPs some basic coloring also adding a few static lights to even out the lighting,
Bam! I have my white-box!
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Wrapping it all up

Here is a video blog I put together to sum it all up. Week two will be all about my blueprints and game logic. See y'all then!
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introduction

12/19/2017

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SHow me what you got!

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It is currently the end of the first semester of FIEA cohort 14 and I have been enrolled as a Tech Artist. While I was making my way through the tech art curriculum it became increasingly clear to me that this type of work was not fulfilling me in the way that I had hoped. 
I am most happy when I design for player experiences. Tech art was more about designing development tools. Sparing the long story, I spoke with my professors at length and settled on a list of needs that I must fulfill to begin semester 2 as a Level Designer.

​level design deliverables

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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