Tuesday, 6 June 2017

Project Design, Implementation and Evaluation: Environment Design for Computer Games

Environment Design for Computer Games, as a whole challenged me a reasonable amount more than the prior Level Design unit, as it consisted of elements I had not previously used.
Whilst it consisted of certain elements I am already familiar with in terms of modpack creation, texturing and some basic blueprint functionality, there was also some more complex blueprint functionality and terrain creation, which I had never previously used in UE4 or UDK.

The day/night cycle which I implemented, I feel helped me further my skillset more than the actual terrain and environment creation, with the implementation requiring some complex blueprinting in terms of measurements, and maths, whilst also reminding me of the specific nodes I need to use and references I need to create to be able to produce such effects.

Regardless of which pieces I feel helped me more than other however, this unit helped me expand on the already existing level design skillset I have, improving my blueprinting knowledge and also my terrain implementation knowledge, with a procedural material applied to it also.
Whilst the terrain I feel needs a lot of improvement, it is a start and a base for me to work from if I want or need to take terrain development further in the future dependent on projects.

The joint-unit blog for the Level Design for Computer Games and Environment Design for Computer Games units can be found at the following link;

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