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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