My main goal with this project was to use my understanding of the python language and skills with 3d and game development, to create something that would be useful as a starting point for further refinement of a working game asset.
SDL Game ENGINE
I created a simple game engine using the SDL framework. I wanted to mainly create a text based game. I made a text/UI system using the framework. This included a system for rendering the text and adding text input both centered and left aligned with wrapping available.
Unreal Engine 4: Arcane Reflections
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Procedural Fence
I created a system that allowed for lights to manipulated from a distance. Shining light allowed for traversal across the environment as shadows where treacherous.
I used Blender’ python API to create a procedural fence generator. It takes several parameters that allow for size, pole frequency, slat frequency, and slat randomness with parameters to control the tilt and rotation of each of the slats.
Procedural Terrain and Scatter
In Blender, my goal is to create a procedural environment where as much as possible was generated procedurally. I made the rocks using geometry nodes then added procedural textures. I created a terrain generator that allowed me to make a procedural water body using weight painting then adding the procedural water material. The grass was added with Blender geometry nodes with a scatter that I also created for this project. The Mountains in the background where also generated with geometry nodes and then added manually with a simple procedural material to add snow caps.
I created a loading screen for the main menu that I made a transmission disruption effect for. It utilizes the SDL framework for rendering. I intended on it having a slight randomness effect but some degree of repetition and rhythm. It was done by making some of the screen effects repeat with a 2 time interval and some with a 3 based rhythm.
I was the lead programmer for a project of over 20 people. I managed a team of programmers (four including myself). The project was consisted of 4 portals each with a different ability to solve puzzles: light manipulation, fireballs, inversion of the environment and telekinesis.
I made the system that allowed for manipulation of objects with fireballs. It was modular and implemented with UE4 blueprints to make for ease of use by the level design team, of which I was closely coordinating with.
I also made a mechanic that allowed for inversion of the environment. It allowed for puzzle solving with the manipulation of the physics system. Some objects would have physics activated after inversion and some would remain suspended on the ceiling.