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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