Design Portfolio
Demo
Snack break and update
Apr 9th
It’s a Friday night and I’m sitting in a dark corner of my apartment staring at my monitor. My dog until recently was lying on the floor by my chair,but has since given up hope that I’m going to get up any time soon, and has retired to the much softer couch in the next room.
The quest demo is coming along nicely. I’ve never really done much with matinee before, so it’s a little of a learning experience for me, but it’s all very straightforward. I haven’t really encountered any problems so far. I kind of wish the version of SpeedTree that comes with the UDK would let me export the meshes so I could use them for a terrain deco layer, but no. Thankfully the demo area is small, so I don’t think it will cause much of a performance issue if the background trees aren’t static meshes.
Ok, snack break is over. Back to work…
More fun with the UDK
Mar 29th
So my little demo is coming along, as you can see. I went ahead and messed around with SpeedTree, which I’m liking very much. I’ve got more objects to get in place before I start really getting the lighting and terrain textures to their final states, but I wanted to show that I’ve been working on it.
(I just noticed that it looks like there is a face in that smaller headstone texture, which I totally didn’t do on purpose, but looks kinda freaky, so I’m leaving it.)
I bring a screenshot
Feb 27th
As you can see, I’m starting to rough out the starting area. I’ve already imported a good number of the assets I’ll need, so things should be progressing steadily. I’m aiming for having the level built (environment, lighting, etc) by the time I head out for GDC. Then once I get back I’ll work on implementing the gameplay. I’ve never done a non-FPS mod in Unreal before, but I’m confident I can figure it out. I always do.

