TL;DR: Worked with UE4’s terrain sculpting tools. After creating the geometry for the walled city level, I learned about the necessity of proper UV unwrapping and lighting/exposure. Also experimented a bit with AI characters. 1.) Terrain. I wanted at least 3 layers of visual depth: a good skybox, some background terrain and the series of […]
TL;DR: Added variable height and geometry cuts on each block + roads and sidewalks. Further getting the hang of Houdini. My main takeaway was that I needed to use a for loop to iterate over each block, then divide the block up, and iterate over those divisions which would eventually turn into buildings. I can […]
TL;DR: I’m using Houdini to generate a procedural city level. Houdini allows me to build assets in a layered non-destructive way, which is ludicrously efficient. The awesome thing about Houdini is that it mixes procedural operations with manual operations so that you can give the mesh a bit of a human touch while automating the […]
TL;DR: Published new teaser trailer to drop hints about the story behind the game. Check it out: The texture is a bit different than previous screenshots because I did a few experiments from scratch in Substance Painter and didn’t realize the new procedural camo layer was different than the last. One way or another, the […]
TL;DR: The official name of the game/IP is now Goliath Operandi. The title has a few layers of meaning and SEO competition seems low enough. I’ve got some footage ready for the teaser trailer but I have a few more days to add polish to meet my deadline of Jan 1st.
TL;DR: Used Substance Painter to add awesome materials to the mech model, then imported the generated maps to UE4 and plugged them in. Here’s the “mech under construction” model that’ll be used for the teaser sequence: Blender’s great for modeling, but not so much for texturing. So I’ve added a new tool to my arsenal. […]
TL;DR: Built the mech model in Blender, rigged it and added a walking animation. On January 1st, 2018, I’ll have a teaser video released for the game, showcasing the mech under construction. Hopefully some good texture/shader magic will further bring this thing to life.
TL;DR: I made concept art for the game’s intro sequence which gives a bit of exposition to guide the environmental design and pretty much everything else. See screenshot of the concept art. Also time lapse video. I’ve settled on a name for the game but I’m going to let it sink in before finalizing it. […]
TL;DR: Remodeled cockpit, added joystick, better physics, walking + flying, weapon crosshair. Video at bottom. UE4 makes VR development a breeeeze. Cockpit: Decided to update the cockpit mesh for a better sense of scale. Cockpits tend to be a tight squeeze even if the vehicle is large. Added vertical up-down motion when walking with slight […]
“Pick up the gun and kill him, Grandma!” TL:DR: VR experiences- when designed optimally- are a natural extension to the human experience because they build on our knowledge of the real world. That’s why VR is indeed The Next Big Thing. VR will be applied to games, military, education, film and more in the coming […]