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Showing posts from November, 2025

This week at FIEA

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 This week I wrapped up my last major project in my level design 1 class where I made a FPS level based in the world of Titanfall 2. At the end is a video of the final product.  Concept and Planning Not much new here for concept and planning as I went over that in my post for my LDD. However I did change my map. I remade my map to be based around a moving train that the player will hop on and off to fight through different outpost throughout a mountain range and plant bombs to destroy a IMC supply route.  Here is a top down view in editor of the final level that I am currently remaking into a better map for my portfolio.  Development process Just like all my other projects I used the Unreal Engine modeling tool and cube grid to create my block out using block mesh. I also used low poly rock assets for the mountain range to improve the mesh quality and readability of the environment this level is in.   Challenges and solutions  Some challenges I faced w...

This week at FIEA

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 This week at FIEA I continued work on my FPS project with starting the white box.  Concept and planning. Not much concepting had to be done as I have already done it and went over it last week.  For planning I set out (like said last week) to get the vital scripted parts completed so that I can start white boxing with the functionality needed to have it working. Those scripted items are what I showed off last week which was the moving spline for the train and getting it to save and start from a given position when the player hits a check point.  Development process I started the block out using Unreal Engine 5 modeling tool and cube grind. I went through multiple different iterations as seen in the pictures below. These different versions came from playing it myself but most importantly having other class mates play test my level. Most of these changes were made to insure player flow, level flow, level consistently, and maintain the principles that come with level d...