Tuesday, 6 June 2017

Project Design, Implementation and Evaluation: An overall evalutaion/summary

Overall I feel I have enjoyed a large part of this project, I have gained a larger knowledge of Unreal Engine and its workings that I had previously.
I have built on previous knowledge, which I have implemented into my workflow and combined with new research and development to produce what I feel is a well put together level. The level itself does have pieces which could use improvements throughout but I am at a point which I am happy with it for now, and I will be looking to build upon the level created, developing much more higher quality models and high quality textures to accompany them, to improve this level post-deadline.

From a lighting standpoint, I am happy with how far I have come considering I had very little knowledge previously, and had to research into aspects from the ground up with no guidance at all.
The lighting work also improved my abilities in photoshop, giving me the knowledge to translate a simple gradient into an Alpha mask and then into a manually created god ray.

From a level design perspective I feel I developed also, in terms of layout and pacing especially, I feel my level is laid out to a point at which a user could easily navigate to the end boss, and the level would also not take too long to compete, even with further implementation of other sub-tier enemies to be introduced as I am intending.

In terms of character implementation I feel I have improved massively, as again I had no prior knowledge on the subject of character implementation, and had to work hard to make sure everything was implemented correctly with little to no breaks in the code.
With the code in mind also, I have also learned some uses for blendspaces within a third person game. Whilst I know there are many, many more used for these in other game types and other blueprint setups, I am comfortable in the knowledge that I could adapt these and utilise them in any other game type which may need them.

With the HCI unit in mind, I feel I have developed a further unsderstanding of the blueprinting system, at least in terms of linking menus together, and the potential needs for some boolean variables in certain places.
I wouldn't say the development of the visuals I used for my HCI setup has specifically developed my PhotoShop abilities any further, though the UI design is pretty simple and didn't need anything extravagant to produce a reasonable set of visuals for my menus to look good.

When taking my animation work into account, I am happy with the animations I have produced, both for the character based bodily animations, facial animations and the animated asset too.
Looking back at the original work I produced, at least in the character's bodily animations, I see improvements I could almost certainly make, but I would like to manually rig an entire character myself first to give myself a more accurate, realistic result throughout the length of the animations.

Overall this year, I have certainly strengthened in places in terms of games design, though I would have liked to do some things differently looking back, I would particularly have liked to create my own character rig and been afforded more time to create animations, as the animation unit was one of the pieces I enjoyed most.


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Project Design, Implementation and Evaluation: An overall evalutaion/summary

Overall I feel I have enjoyed a large part of this project, I have gained a larger knowledge of Unreal Engine and its workings that I had p...