







The initial concept of this project was an open world (or at least large map) action game where the protagonist attacks a military facility built into a dam. While technical issues early in the term and time issues later in the term meant that not all of that was brought to fruition, I am very pleased with the basic foundation of such a game.
This project has been a massive challenge to get everything done to a degree I am happy with. Creating landscapes, interiors, and a fully functional character combined with external factors basically ensured that I would not be able to get everything done. I felt like I was constantly making compromises to just get something finished which was a frustrating feeling. However, despite that I thought that the final project turned out pretty good (at least the landscape and effects). Also, a lot of the stuff I created in this class should be a good foundation for portfolio material once I get the time to sit down and actually polish assets. Overall, it was fun, challenging, frustrating, and a good all-round learning experience.
Credits:
- Music by Ben Mills – bcmills@wpi.edu
- Trees and water material from the CityPark package on the unreal marketplace. The tree in the atlas is mine (and was featured in the midterm) but I didn’t have the time to properly set up LODs so I ended up using external foliage
- Landscape textures used to construct the master material are mainly from Quixel megascans. I think there may be a grunge map or two from substance painter used as well though.
- Everything else was authored using a combination of maya, houdini, zbrush, gaea, substance, and marvelous designer (and lots of work done in the UE5 shader graph and blueprints)
Note – my final builds have been taking hours. I will post those in another post once they are finally done.