top of page
Search

Week 7 - Building and Asset Integration

  • Writer: Aiden Vuong
    Aiden Vuong
  • May 22
  • 1 min read

This week I cut the building to only use the front face. This was due to issues I had had placing and scaling my node graphs when creating it. The node graphs had gotten too complex and I couldn't produce a full four-sided building with the given timeframe. I didn't want to have to get rid of the building completely and have an environment without any architectural points of reference so I kept the front face, which was already reasonably finished both graphically and with textures, and planned on restricting the player's camera position so that they would never be behind the building.


Alex submitted his assets this week, and I imported the character, robot and all of the plant meshes into Unreal Engine, placing and scaling them in my scene. There was a little inconvenience because Alex's assets weren't centred to the pivot, so I had to manually move the pivot to the centre of the asset. Other than that, everything else was good.


I downloaded sets of animation from Mixamo so that the character had some animation that was set up and I wouldn't have to spend the time producing animations. I do feel that I made the right call with building the building only using the front face even if I am not fully satisfied, a week more of working on the building would have meant the plant system was not put into the scene and a main menu would not have been added either of which improve the overall player experience of the game far more than having the rest of the building.

 
 
 

Recent Posts

See All
Week 10 - Final touches, Evaluation, and Submission

This week I was able to finish the last bits of the game, finalize the website and finish writing up the evaluation. I packed final build, tested the download link and ensured that the main menu, leve

 
 
 
Week 9 - Foliage , Main Menu, Bug Fixes

This week I finished implementing the foliage system and fixed two bugs encountered during play testing. The foliage tool in UE5 places instances of the meshes into the landscape where they should gro

 
 
 
Week 8 - Map Collision Failure and FAB Solution

I had my first major technical difficulty of the project this week. I made the game map in Blender and then exported it as a set of individual mesh pieces in order to import them into UE5. The next st

 
 
 

Comments


bottom of page