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Saturday, February 25, 2017

Custom Particle Effect Final


Here is a beauty shot video of my final afterburner effect done in Unreal Engine 4. 

The full particle effect consists of a mesh emitter, GPU sprites, Ribbon effects, and regular sprites all working together to make this jet afterburner effect. 


Here is a better shot of the mesh creating a blue emissive color as well as the orange-ish gpu sprite. The video also shows the distortion effect. This effect will eventually be programmed onto the back of my car to make it seem like its a hover car.


 Here is the particle breakdown in cascade.

Saturday, February 18, 2017

coustom partical system

For the past week we have been learning how to use Unreal's particle system "Cascade". Now that we have learned the basics of this particle creator. our class was given the task to make our own particle. this particle would then be implemented into our racing level. The particle that I wanted to make was an afterburner effect for my car since it has jet engines.
The three components of my particle would be the main Thruster which will go from a bright blue to an orange. The second part would be the heat distortion that the flame makes, and the third and final part would be the rings that you can see in the picture above. all three of these emitters combined would provide an authentic afterburner effect.

more reference images


here is a WIP of the particle that I am working on



Wednesday, February 8, 2017

Refined Version of my Race Track

Here is the refined version of my racing level done in Adobe Illustrator. With this version, I called out each aspect of the map that I wanted to have in my level from exploding barrels to the falling crane near the end. The next part of the process will be to grey box the entire level. 

Tuesday, February 7, 2017

Exploding barrel video

Here is the final product of my exploding barrel. The particles where given to me by my instructor to use for this assignment.
here is my code for the exploding barrel

Monday, February 6, 2017

Pre-pro for racing level

For our next project in game design we have been tasked with making a racing level. For my level I chose to do a futuristic level to fit the theme of my car. The level will take place on mars in a city that is under construction as such the player will have to navigate challenges like gas tanks, barriers and incomplete roads.
Some concept art that I based my idea off of. It would be very retro-future/ cyberpunk.


My level layout.
 
The general layout is pretty simple but for now this is merely an exercise and will be revised in the future 
The first lap is a simple circle with some challenges. 
The second lap starts with the breaking of the first track and leading to an underground section that eventually connects back to the main track. 
The third lap has the last leg of the track break a bit while the players are traveling through it. 

We where also asked to create a beat sheet that outlines our thoughts for a potential trailer. 
Overall the initial level design will most certainly change in due time as most concepts do. 

Thursday, February 2, 2017

prepro for exploding barrel

For programming class we had to design a barrel. Let me take you through my design process.


Our barrel had do fit the theme of our level (mine is a sci-fi racing level ) so I looked at a bunch of futuristic concept art from The halo franchise and general asset production. Here are some of the more notable images of reference I found
My next step was to create a design that could explode since that was apart of the project criteria. I wanted my barrel to shoot gas out of the top when slightly damaged and then explode after a certain amount of time.

After that I began modeling the low poly version of my barrel.
During the next class we will learn how to make the barrel explode.