THIS BLOG POST WILL BE UPDATED AFTER THE ASSIGNMENT IS COMPLETED:
REF IMAGES:
For the first Blueprint, I created a Dynamic Material Instance using the Construction Script. I stored the material instance in a variable so I could change its parameters during gameplay.
In the Event Graph, I used the G key to control the material. A Flip Flop switches between two values:
This allows the material to change dynamically when the player presses G.
For the second Blueprint, I created a gate that opens when the player enters a trigger volume.
The Blueprint uses Begin Overlap to detect when the player enters the trigger and End Overlap when the player leaves. I also used a cast to make sure the actor entering the trigger is the player.
I used a Timeline to control the gate's movement. The Timeline works with Lerp nodes to smoothly transition the gate between its closed and open rotations.
Player enters → Gate opens
Player leaves → Gate closes
This assignment helped me practice:
For this assignment, I was tasked with recreating a real-world location that I currently have access to and turning it into a blockout in Unreal Engine. I decided to recreate The Bridge, the FIEA conference room.
I wanted to choose something that would challenge me, especially when it came to accurately recreating the room's shape, stairs, seating, and curved walls. It definitely ended up being a challenging space, but it also gave me a good opportunity to practice my level design and blockout workflow.
Before starting the blockout, I went to The Bridge and took as many reference photos as possible. I wanted to capture the room from different angles so I could understand its layout and proportions while working in Unreal.
I also needed a way to estimate the dimensions of the room without having access to professional measuring equipment. I counted the number of steps it took me to walk from one side of the room to the other and used the length of my foot to create an approximate measurement.
To help with scale, I also took a reference photo of myself standing next to one of the doors. Since I know my height, I could use myself as another scale reference when building the environment.
For the blockout, I focused on the main elements that define the space:
Here I included the photos I took of The Bridge from different angles.
I created the blockout in Unreal Engine using the Modeling Tools. Since I only had about 3 hours available to work on the assignment, I focused on getting the overall proportions and layout as accurate as possible instead of spending time on details.
I started by creating a simple chair and using the Unreal Engine mannequin as a scale reference. The mannequin was slightly shorter than me, but it gave me a consistent reference for checking the height of the chair and other objects.
Once I had a better idea of the chair's proportions, I used it as a reference for the rest of the room. From there, I began blocking out the tables, seating areas, floor levels, stairs, and walls.
I worked through several different shapes and approaches until I found a workflow that worked best for the room.
One of the more important parts of the process was getting the curved walls to work correctly. To create the curve, I used a Boolean Union between a cylinder and the floor geometry. This allowed me to create the curved section of the room while keeping the blockout relatively simple.
After completing roughly half of the room, I used a Mirror modifier to duplicate the geometry and create the other side. Since the room is symmetrical, this saved time and helped keep both sides consistent.
Here I included a screenshot of my final Unreal Engine blockout.
The biggest challenge for me was the curved walls. Creating them accurately was more difficult than I expected, especially while trying to keep the rest of the room aligned with them.
I solved this by experimenting with the Unreal Modeling Tools and eventually using a Boolean operation with a cylinder to create the curved shape.
The stairs and different floor levels were another challenge. The room has a fairly specific layout, so I had to pay close attention to the reference photos and my measurements to get the different elevations as close as possible.
Another challenge was simply time management. The assignment gave me one week, but because I had other projects and deadlines, I only had around 3 hours to work on the blockout. This meant I had to prioritize the major shapes and layout instead of trying to make everything perfect.
This assignment helped me become more comfortable with the Unreal Engine Modeling Tools and with approaching a real environment from a level designer's perspective.
One of the most useful parts of the process was realizing how important real-world references and scale are when creating a believable environment. Using the room itself, my own height, the mannequin, and simple measurements gave me enough information to create a reasonable approximation even without professional measurements.
I also started to identify some of my own strengths and weaknesses. I became more comfortable experimenting with different modeling approaches, while also seeing areas where I still need more practice, especially with more complex shapes and architectural forms.
Overall, this assignment gave me a better understanding of how I can take a real space, break it down into simple shapes, and rebuild it as a playable environment blockout.
This is an assignment for the Digital Asset Creation class where Artist collaborate with Level Designers (me). In this class we have ti recreate a scene basing our references in the movie War of the Worlds with the art style or Ratchet and Clank in a 8 weeks period.
As level designer we have assigned to create one room per designer that fit this themes. We meet up the entire team and plan on art pillars and how we will develop this assigment.
We encounter right now a big challenge. We noticed that the group focused a lot in the art but way to little in the level design, this created the issue of overscooping and poor syncronization as a team. We plan on solving this issue by scheduling a meeting to put the project together and plan between all 3 level desginers how we play to move the player around and guide them through the level.
Pending to be added:
* Level Design Document
* Map of the level
* Blockout
* Walkthrough video of the level
THIS BLOG POST WILL BE UPDATED AFTER THE ASSIGNMENT IS COMPLETED: REF IMAGES: