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Showing posts from August, 2017

Baked Lighting in Unreal

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This blog post will revolve around using baked lighting in Unreal engine 4 to create an interesting scene from purely grey materials. This exercise was a lot of fun and taught me a lot about how to utilise baked light maps from maya to give more detailed lighting on objects. I also leaned a fair amount about the lighting in Unreal such as using a plane in conjunction with a spotlight to reflect color onto an object from outside the scene. Here are some examples: This is the basic assets with no changes to lighting: This is where the light source has been changed to static. As you can see it gives a much darker appearance: Here I have increased the resolution of the baked light map to make it more detailed so the light can catch on more areas: In this shot I have placed a flat plane outside the widow with a spotlight facing it to reflect back some color and stronger light: And in the final shot I have added some color to the light source, some blue...

Pacing in Games

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My groups current third year project titled Introspect is a boss rush game where the player quickly traverses an environment to fight a very powerful boss and relies heavily on movement mechanics. When starting out, tension is very little as the player exits the starting zone (Lab Area), then climbs as the player has to figure out the movement of our game. Once that has happened the player then finds themselves facing an overwhelmingly large structure inside of which rests the first boss they have to face. This all happens in the space of around 5 – 10 minutes depending on the skill level of the player. Once the fight has begun the tension rises dramatically as the boss is very difficult and the player must utilise all of the learnt mechanics to defeat it. There is a checkpoint before the boss so if the player dies in battle, they can simply respawn at the start of the boss arena and try again without having to traverse the environment again. As in the graph above, the tensi...