Game Art & Design
2026-2027
2026-2027
Over the course of taking the Game Art & Design class, I hope to build on the skills I gained in the 3D Modeling course and apply them to something that interests me more, such as designing a game in Unreal Engine. I want to learn more about how 3D models, environments, and other assets are used to create a complete game while improving my technical skill.
An Unreal Engine certification could be valuable because it shows employers that I have experience with an industry-standard tool. It could strengthen my resume, help me stand out when applying for jobs or internships, and support my future career goals. It also gives potential employers a way to see samples of my work showing that I already have experience in game development/Unreal.
This game felt like a few different genres to me, with the main two that stuck out being interactive fiction and choose-your-own-adventure. Some sections, like Barrel Hill, felt different- more like puzzle games, where I was just beating my head against a wall. There were three doors, and two of them sent me back to the start if I opened them. Upon reaching the door that allowed me through, there were just three more doors.
Overall, the game has a really Souls-like feel to it. You die, restart, try a different approach, die again, and slowly begin to understand how the game is played. Rather than feeling like you're simply progressing from one level to the next, it feels like you're learning a game by beating your skull into a wall, repeatedly circling back through a world that is gradually becoming more familiar with each loop.
Throughout my time in GAD, I have learned that Unreal Engine is essential to game development, though it serves a vastly different role in the production pipeline than 3ds Max. While 3ds Max is used for modeling and texturing static 3D assets, Unreal Engine compiles those pieces into a cohesive, playable game. Learning 3D modeling last year provided the structural foundation I needed to transition into Unreal smoothly, letting me focus on engine-specific features like Blueprints and materials rather than basic asset creation. Still, Unreal is not 3ds Max, and mastering efficiency requires adjusting to a completely different layout. Ironically, the hardest part of navigation is that the interface feels familiar yet displaced. Knowing exactly what tool I need but not finding it where I expect it is, in many ways, harder than learning the engine entirely from scratch.
Reflections should answer all of the questions provided in the assignment. They should also include either an image, a carousel of images, or an embedded animation, depending on the assignment. The oldest reflection should be at the top of the page, the newest at the bottom.