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Degree Project: Hospital Decorations

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Today I spent most of my time decorating the Hospital level, visuals were a little more important this time around because of the lack of challenge in platforming and obstacles, it acts more as an environment to tell the most important part of the story (When I get to writing the dialogue and implementing it into the game). In terms of decorations there are beds, benches and posters mainly, just to fill out the corridors a little. The posters are meant to be a humourous jibe at the american healthcare system, where the game takes place, which I feel just adds a little more personality to the game.   Going through this door and into the light will take the player to an end screen, which will havce text explaining the ending once the player chracter, James, leaves the simulation in the story.   I also added the TVs for story exposition, which is my next big priority, now that the game can be beaten from start to end.

Degree Project: Hospital Level + Checkpoint Bug Fixes

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  This is the blueprint for the checkpoints, which I made recently. Until recently if the player died without touching a checkpoint or restarted the level it would spawn them at coordinates (0, 0, 0) in the void really far away from the level. To circumvent this, I added a new  boolean variable called HasHitCheckpoint? Which is attached to the player. It is activated with the rest of the checkpoint blueprint to become true when the player interacts with it. This aforementioned Boolean is then set as the condition for the True/ False branch node on this graph, which is the player respawn function. if the Player has hit the checkpoint, it respawns the player at its exact coordinates, if false it just restarts the level. This capsule will be in a room where the computer incharge of the simulation in the narrative will explain what the hemispheres were truly all about (repairing coordination and the nervous system) These are just some decorative doors for the hospital level I thin...

Degree Project Inspirations: James Turrell

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James Turrell     Turrell, J. (1992).  Space that sees .  Sculpture/ Installation Today  Steve introduced me to this Artist, James Turrell, during my tutorial. After comparing my opening level to one  of his pieces I really cannot unsee it. I may use some of his other works as inspiration for levels just because of how similar it is already to the aesthetic that I'm going with.              James Turrell    www.wikiart.org . Available at: https://www.wikiart.org/en/james-turrell/ (Accessed: 19 March 2025).

Degree Project: Level 2.5 and Menus

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 Today I started on Interlude Level 2, which is placed between the maze and Lava Levels. The whole idea of this level is that there are 4 exits and each one is just a short walk down a corridor. The platforming challenges are made to be especially difficult because of the level length and the gimmick, which is you cannot die, rather just fall onto lower levels. This means that, yes, you can beat this level really quickly and there's much less challenge but that's what I wanted to go for with the Interlude Levels. The player also doesn't know that if they repeatedly fail to cross the platforms they can still leave the level. I also worked on the main menus for the game a little, adding backgrounds. I made these images in a custom level with 2 glowing spheres on a night sky background. a much better background than a blank white screen. Though these are not final, they're much closer to what I want. I also think the roboto light typeface fit much better than that the bold...

Showreel 1

2 of Us · Emil Axelsson Coast 2 Coast ℗ Epidemic Sound Released on: 2017-01-20 Composer: Emil Axelsson Music Publisher: Emil Axelsson Blank letter head

Degree Project: Level 1.5

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Here are some screenshots of one of the Interlude Levels from my game. As previously mentioned, these are primarily for adding to the story through text exposition with the various TVs throughout the levels. The layout of the level is a short corridor which transitions to a large hall area where the player must ascend to the top through less difficult, platforming challenges and no threat of death. The whole level uses the Twin peaks Red Room aesthetic as this is meantto be a 'loss of control in the simulation' dream sequence type thing.  Fun-fact: Did you know the chandelier is actually 3 of the default unreal engine  Table models merged together and dissasembled with a custom light source placed in the centre? Cool right? Jay reccomended when I showed him the maze level I should add a 'Pivot' mechanic which turns the player 180 degrees when they press 'F'. This is a very rudimentary blueprint of course without a proper input set-up and no turning animation. I ...

Professional Practices: Homepage Update

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  Today I created a scrolling gallery for my homepage as I didn'r really know what else to put there. I think the images are kind of nice, they can just be slotted in and out outh though because of how it is coded. Speaking of Code, this is the tutorial I used  https://www.youtube.com/watch?v=KCunS8KzyQ0  from here:  https://www.insidethesquare.co/squarespace-tutorials/horizontal-scrolling-images I have also started gathering footage from all of my games for the portfolio and the showreel.