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Week 44 Breakdown: Inserting NPCs and Animations

Adding NPCS have always been at the back of my head to help increase the level and environment quality but this is 66% outsourced from fair use locations. Mixamo and Autodesk Character Generator; these places allow me to create my […]

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Week 43 Breakdown: Improving the Player Controller

I also decided to improve the FPS controller with more features such as a Radar, animated hands and weapon and Screen Space Ambient Occlusion script overlay. The Screen space Ambient is located in engine in a script package. I simply […]

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Week 41 Breakdown: Improving the Main Menu

The Main Menu screen is too bland in my opinion so I opted to add some animations and cameras movements to make the main menu better.   ” order_by=”sortorder” order_direction=”ASC” returns=”included” maximum_entity_count=”500″]  I have added all three environments on the […]

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Week 35 Breakdown: Moving Train – Debugging

This week scans the level (especially the animation timings) on the Moving train level. Fixed. The timing on the tunnel, train and overpass pylons all have different timings to make the level more randomised as time goes on. Corrected. Quixel […]

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Week 34 Breakdown: Moving Train – Tweaks & Features

Adding in features on the level as simply running through the carriages is far too small to count for the train environment. With the addition of the train yard, this counts as extra now added onto the train area. To […]

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Week 33 Breakdown: Building the Moving Train

An advancement of the project has come. Ever since the week learning different times of animations, I figured a way round the train level without the earlier issues. If I animate everything else, the background, the floor and objects around […]

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Week 32 Breakdown: Trainyard – Debugging

I need to spend this week towards the trainyard, debugging the map making sure the assets have correct collisions. Checking the outer walls to make sure the player cannot see outside the map.  The helicopter starting animation can be seen […]

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Week 31 Breakdown: Trainyard – Animation

After a week of learning and testing animations on multiple elements of the game engine, I now can animate all the parts of the environments needed for the trainyard. This includes, the trucks, a helicopter flying in and looping both […]

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Week 30 Breakdown: Learning Animation in Unity

Since there are many elements (including the train level) I need animated, I will learn how to animate properly on Unity. I have animated a small time a year ago and decided to brush up on my skills with animation […]

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Week 29 Breakdown: Trainyard – Tweaks & Features

This week is to add in the lighting, assets and any other features that fills out the environment. I started by adding the light poles and attaching the lights to them to create the glow effect below. I also attached […]

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