Broom Wars During student game jam I made a game called Broom Wars using UE4 in the span of 3 days with a bunch of artist friends. The game is a 3rd person pvp arena where players zip around on broomsticks and try to knock each other off using spells. On the first day we got the theme of the game: "magic", so we went to work. We pitched an idea for a game where players would zip around on broomsticks around a castle and try to knock each other off with spells. I used the unreal 3rd person template to start from so that most of the movement was already there (I had to be time efficient since I was going to be implementing all mechanics on my own). I quickly figured out how to add some vertical movement to that template and we could work on mechanics from there. This is how the game looked on day 2. At this point I had movement, UI, spell casting, speedboost, and a shield. Later I would add some random locations where pickups could spawn that gave you a super attack. I also helped a lot with my friend who was doing the animations and stuff. By day 3 the game was starting to look very nice thanks to the talented artists I had the pleasure to work with. I spent most of the day working out bugs and adding some simple systems like the spawning of the pickups and stuff like that. Shout out to the amazing artists: Michael Tavernier (character), Maxim Van Daele (environment), Paulien Wygaerden (props) and Inias Schoutteet (FX) for their excellent work. I'll link them here:
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Bucher knifeExam assignment for 3D for games 1: make a game ready asset of a melee weapon of your own choice.
To be honest I didn't enjoy this. Apart from making materials in substance designer I sat through this with the thought "just pass so you don't have to redo it". In the end I got roasted by everyone I asked for feedback but I passed. Most of the criticisms I got were on the roughness on the blade. I tried to go for some fat stains since the knife is used for cutting meat but apparently that didn't really work. All that being said the one thing I did enjoy was making the materials in substance designer, guess I just really like node based art stuff. I will probably never really use Ps again for my texturing, substance stole my heart. DM-hydrolicI made this level in the Unreal Tournament editor which obviously makes use of UE4. I spent quite some time learning how to construct the flow of the level for good gameplay, since I am a huge FPS fan myself this was a joy from start to finish. visually I went for an abandoned futuristic hydrolic powerplant, using around a dozen props and material shaders I made in the engine. I'd love to come back to it and change the lighting up a bit to make the contrast between light and dark a little less on the nose and iron out some materials that I had to rush. Having said that though I did enjoy material shaders in UE4 a lot and I'm eager to try some more interesting things with them. Like this screen I made with some vertex manipulation to give it a 3D effect. these are some of the final screenshots from the finished thing (you can also see these in the video)
Level editingLevel editing has been a course I have been looking forward to for a while. I am a big FPS fan myself and whenever I play matches the level structure and flow has been something that has gripped my interest for years.
So I was thrilled to find out we were going to design a level for an fps FFA deathmatch. Getting to design the block out has obviously been the best part of it so far. Thinking about how the player flows through the environment. The use of high ground-low ground and utilizing the different mechanics like wall rides and jump pads to create interesting traversal objects is a joy to work on. The second part of the course is decorating and lighting the level which is fun but i prefer the design part a bit more. My level is called "Hydrolic" it is a sci-fi hydrolic powerplanned that has been heavely damaged and abandoned after a fight. I know it is box shaped and this is not ideal for the flow of a level I was actually really happy with the flow and got some pretty good feedback on it. I had some ideas to make the shape more interesting while still retaining the good flow but I simply didn't have the time since the decoration and material part of the course was starting and I needed to go on with that. I might try to make my ideas reality anyway if I find time for it during the holiday. HyperX cloud alpha 3rd Semester is upon me and with it came more 3D. This time other than low poly basics we learned high poly modeling using turbo smooth, normal map baking and then enriching and applying it to a low poly object. Followed by importing and presenting (mostly lighting and FOV) it in a game engine.
For the mid term milestone assignment I decided to make the HyperX cloud alpha headset. You can check out the high and low poly model on sketchfab (button below). Some of the assets: |
AuthorFlorian Gaeremynck Archive
June 2019
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