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Unreal engine

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I learnt unreal engine by following tutorials explaining the interface, modelling, texturing, rendering and mechanics of the software. Here are some screenshots of my progress.

I successfully followed the tutorials learning a lot however to improve I could learn more about the node editor

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Group project game sequel plan

This project Reaches GPD1

Concept art - map

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For our game concept pitch we decided on the theme of our environment being set in the Netherlands. we wanted to include elements of villages and mountainous terrain so I drew our games map on photoshop.

I was very happy with the map design concept however for the real game map I believe I could improve it by adding icons of places and more roads to show the player where they could go

Online inspiration - Pokémon

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A lot of our inspiration for the world map is based of of other Pokémon game maps. we wanted to keep some key elements the same but also modernise it for our game

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This is a desert biome concept using a geometry nodes tree generator I made which can do things such as add roots and branches, simulate gravity make leaves and generate UVs

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I experimented with different environments for out game by making different terrain and texturing inside of world creator and making renders in blender. here are some examples of my test renders

Concept art - game poster

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I got a lot of inspiration form the Jungle Book rainforest scenes 

which used a software called speed tree to create lots of its own vegetation

jungle.jpeg

Here are some of my node trees made with blenders geometry nodes which produce the procedural trees. I was very happy with the results of my procedural trees however it I could improve it i would add more vegetation

Online inspiration - The Jungle Book

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To add detail to my landscapes I made a procedural rock shader to add on to the world creators texture by using different voronoi textures and using them as normal maps.

this is an example of one of my test renders all the tiny rocky bumps in the gravel mountain is the procedural shader.

forground.png

I decided to make our poster showing the mountainous terrain biome of our map so I started by making a grassy field by modelling grass strands and texture painting them inside of photoshop. I then scattered them along a plane using a particle system and add translucency to make the light pass through the grass and give it a realistic glow.

some of the problems I faced is working out the rotation of the grass strands however I learned that the have to be initially rotated 90 degrees on the x axis to appear straight on the z axis. 

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I then modelled a windmill for the mid ground and added a grass texture along the plane as I knew the would be more out of focus in the end.

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Lastly I made a landscape using world creator, exported it as a height map into blender and added a sky image behind it. 

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This is the final image that I made by compositing the rendered layers images together inside of photoshop and adding elements such as a title and more ground fog. we will use this as our games poster for our game sequel pitch.

I was happy with my end result for the poster however I believe I could improve it by adding trees and a wider range of grasses and plants

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Online inspiration - Pokémon

This is a official Pokémon called mud kip.

I used this as inspiration and a reference to try and emulate the style of Pokémon for my own character

Artboard 1.png

This is the Pokémon starter character I designed using photoshop it is a land/poison type based of the Tiliqua scincoides skink

I decided to name it Tiliqua due to the origin of its design

Games design

GPGD 1, GPGD 2, GPGD 3, GPGD 4, 

these represent all 4 grading criteria

my own Pokémon inspired character

Games analysis

GPGD 3, GPGD 4 

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