Game Art & Design
2025-2026
2025-2026
2/3/2025
What genre did this story feel like to you?
This story felt like a blend of different genres to me, but overall it that really stood out to me as an adventure story game. The game was focused more story and ambience rather than direct gameplay.
Did different sections remind you of different genres?
Absolutely, when I first played the first few options I though of it like an open world game where you get what to do. However after playing some more my opinion of it shifted into more in an adventure story game when I was at the barrel hill section. My opinion shifted because you don't really get that much choice. Although, yes, I did have choices, they where all preset and most of them where dead ends, so it stopped feeling open world and like a linear game instead.
2/6/2025
What similarities and differences do you see between Autodesk 3ds Max and Unreal Engine?
I would like to preface that I have not used 3ds Max in 2 years but even still Unreal Engine and Autodesk 3ds Max felt very different to me. The main difference I noticed was the navigation, Unreal Engine was definitely a game engine and you could tell, the navigation was based around WASD moment even in the editor, which is common game movement. While comparatively, 3ds studio max was geared towards single object modeling with the navigation being based around rotating around a point. While on the other hand, the similarities I noticed in both Unreal and 3ds Max was that they both has perspectives options in the viewport and they both allowed you to be able to switch how you view the scene, wireframe, lit, unlit, etc.
How well do you feel learning 3D modeling last year prepared you for
Although I did not take 3D modeling last year and instead took it freshman year, I still do feel like 3D modeling helped prepare me for this class. Having experience made it easier for me to understand the navigation relatively quickly and how to utilize different modes for different functions like 3ds studio max. Even if I am still a little rusty, my past knowledge will help me get comfortable faster if I was starting from square one.
What did you find most challenging, and how did you work through it?
They most challenging aspect for me was navigation. I haven't worked in an 3D program in quite some time, so getting used to the navigation was pretty difficult at first. I'm currently working through this by thinking directly about what I want to do and what I need to press to do it. I'm hoping doing this will make it become second nature. I did the same thing for Photoshop and now I can pretty much do anything I need without thinking about it.
2/10/2025
Why might using multiple Inclined Planes be more effective than just one?
Using multiple Inclined Planes is more effective because it allows you to be more precise. This preciseness comes from having multiple variables to adjust if somethings off. For example, when I first started my arrangement of planes it was all perfect except the ending where the ball kept overshooting the bucket, and to solve this I adjusted the last two planes to make them less angled, using multiple variables. This shows how using multiple planes allows to be way more precise through adjusting multiple factors to get it just right.
How does turning snapping on or off affect the way you build and test your level?
Turning the snapping on or off changed how exact my placements where. When the snapping was on, the pieces locked into specific angles and positions, which was good start to place the planes. However, as I went further down the path it became limiting. For instance when rotating the final inclined plane for my path, 25 ° wasn't quite enough and 30 ° was far to much so turning off the snapping let to be to much more precise and get the perfect in- between. This shows how the flexibility of having snapping off let me better manipulate how the ball moved.
What did you learn about problem-solving when your first setup didn’t work as expected?
I learned how there are many ways to solve a problem and how small changes can make a difference. When I made my first arrangement, the ball didn't roll where I wanted it to. I had to experiment by adjusting the angles and positions of the planes slightly each time until I found a set up that worked. This showed how solving a problem takes patience and trying multiple approaches.
2/12/2025
How does changing the shape or sharpness of the Wedge affect the result compared to just moving it?
Changing the shape/sharpness of the wedge affects how the water reacts when it hits it. A higher sharpness value created a more dramatic area where the force was applied, making the watermelon split much more aggressively and quickly. While a lower sharpness value spread out the force and made the watermelon spilt slower. Changing the shape of the wedge to make it wider also slowed the watermelon. A more narrow wedge made the watermelon split quickly.
What did you learn about controlling chaos when working with multiple watermelons and buckets?
I learned the physics engine is very unpredictable at times. The watermelon would split differently even if the starting point was the same, each simulation was a little different. To combat this unpredictably I tried to limit it, I did this by making the wedge more steep to make a better ramp for the watermelon to slide on each side. Another way I tried to limit the chaos was by changing the starting points of the watermelon so they would each go down the funnel one at a time, making the behavior a little more predictable. In this assignment I learned to control the chaos by limiting it first and then changing it from there to make it more manageable.
In what ways can experimenting with physics in UE5 help you think differently about solving problems in real life?
Experimenting with the physics in UE5 helped me how just small adjustments in angle and size can lead to very different outcomes. In Unreal I learn to not guess, but rather test out ideas and observe what happens, and then improve from there. This mindset can be very useful in real life because a lot of trail and error. So stepping back in real life and making small adjustments can be effective.
2/13/2025
Why does the distance from the fulcrum change how much force a weight applies to the lever?
The distance from the fulcrum changes how much force a weight being applied creates. The farther a weight from the fulcrum, the more leverage it has. This means it can create a greater force even if the weight does not change. If the weight is closer to the fulcrum, it will have less leverage and produces less force. This is why moving an object or weight further from the middle makes it easer to lift the other side.
How does scaling a weight affect the outcome compared to moving it closer or farther from the fulcrum?
Scaling a wight changes the direct amount of force being applied because a heavier object creates more downward force with gravity. While comparatively, moving a weight relative the fulcrum does not change the weight itself. Instead it changes how much leverage it has and how much force it can produce. scaling affects the force directly and moving it changes the mechanical advantage. Both change how much force is outputted, one isn't exactly better, they both have scenarios where they work best.
In what ways can customizing materials be useful for both design and gameplay in a project?
Customizing materials can improve not only how something looks, but can be functional. Materials can make objects look more realistic or stylized. Further, Materials can also change gameplay, materials can show players visual ques, like showing which surfaces dangerous or interactive. This makes projects more engaging and easier for players to understand.
2/13/2025
Why do wheels reduce friction, and how does this change the movement of objects compared to sliding?
Wheels reduce the amount friction because they allow objects to roll rather than slide. When sliding the amount of surface contact is much larger causing more friction. While rolling does the opposite. Rolling lessens the amount of friction by reducing the amount of surface contact an object at a given time, making it much easier to move. Because of this, wheels make objects easier to move and allow them to travel much further with a lot less force.
How did adjusting the Lazy Susan’s size or rotation rate affect where the ball ended up? What does this teach you about precision in design?
Adjusting the size or rotation rate of the lazy Susan changed how far and the direction of the ball launched. A faster rotation made the ball travel farther, this made the ball overshoot and miss the target. A slower rotation made the ball move a lot less far land closer to where it started. Changing the size of the lazy Susan also affected how much speed the ball gained. This challenge showed me how small adjustments can have big effects when designing something.
Why might adding sound effects improve a Rube Goldberg machine or a game level? Think about both the player’s experience and the designer’s goals.
Adding sound effects can make a game level, or Rube Goldberg machine in this case, feel more engaging and immersive. Sounds help the player understand when something important happens, like when a step in the machine is complete. This reaction makes it easier for players to follow what is happening in the sequence. For designers, sound effects can highlight key moments for the player and help lead them to what they need to do. Overall, sound effects help improve the gameplay experience, the immersion, and the presentation of the design.
2/13/2025
Why is it important to leave a gap between the pulley basket and other objects when setting up a chain reaction?
Leaving a gap is important so the basket and the objects don't interfere with one another. If the gap is to small and the objects are to close, the basket can get stuck or active something before it should. This could stop the chain reaction or make it skip steps. The gap is needed to allow the system enough space for the full motion to happen without issue. Leaving space makes the reaction more consistent and reliable.
How does changing the rotation or position of the pulley affect the outcome of the machine?
Changing the rotation or position of the pulley changes how the forces is applied to the next step. If the pulley starts rotated differently the direction changes, making the next step not trigger. Changing the position of the pulley can changes how far the basket travels or where the next object ends up, also making the next step not trigger . Both these adjustments can affect how the next step in the chain is triggered. This demonstrates how much position and rotation matters, it can make or break something even with a small change.
If you were to redesign today’s pulley setup for maximum reliability, what would you change and why?
If I were to redesign the pully set up, I would focus on making it more consistent. To achieve this, I would make the end of the pulley a boot rather than a bowling ball. The ball had some troubles always hitting the book in the right direction. This is because the ball has a large area where force is applied and wouldn't always produce the same amount of force in the same sport. A boot would be more stable and hit the book more consistently because of its smaller area where force is applied. This change would make the trigger into the next reaction more reliable.
2/13/2025
Why do you think the screw is considered a simple machine, and how does it change motion compared to the other machines you’ve used?
I think the screw is considered a simple machine because it can change rotational motion into linear motion. This motion is different compared to the other simple because it allows the next step in the Rue Goldberg machine to move upward instead of down or to the side. For example, when working with inclined planes objects can only go down them triggering the next step. While, the screw allows objects to rotate around the screw, moving it up. This can add different levels of height into the Rube Goldberg machine.
When extending a Spline ramp, what trade-offs do you notice between making the path smooth versus precise?
When extending a Spline ramp I notice how when making the path smooth it makes it much more consistent. However, smoothing the Spline also makes it take up much more area on a surface. This is a down side when trying to get a compact step in the Rube Goldberg machine. Extending the Spline to be precise is also very useful, it allows for much more intricate designs within the Rube Goldberg machine that take up less surface area. However, making it precise also requires more attention and untimely takes much more time for a final result. In the end, both ways of doing it are great, but just have different situations where they work best.
How could combining Splines, Screws, and Dominos allow for more creative chain reactions than using them separately?
Combining Splines, Screws, and Dominos allows for much more complex and creative chain reactions. A spline ramp can consistently guide objects smoothly along a curved path to the next step, creating a cool visual for the machine. A screw can lift the objects upward, adding height to the machine. Dominos can transfer motion quickly across a row to trigger another action, allowing for more creatively when coming to timing. Together Using all of these elements allows for more variety in movement, direction, and timing.
2/13/2025
Identify the members of your team (each team is one pair of classmates).
For this project me (Thomas Dean-Rouse) and Tomas Moreno designed this Rube Goldberg machine.
What is the theme of your machine?
The theme of our machine was to prepare a watermelon to be eaten, by cutting it and presenting it in a bow.
Which role title did you take (Designer or Documenter)? Why?
Me and Tomas alternated everyday, switching between designer and documenter. We did this to combat overthinking and to allow us to take a step back everyday by having someone else try and solve a problem.
How did you and your partner make sure you both understand the whole design?
To make sure we both understood each others part of the design we first showed each other our sketches and just talking through them. To ensure we understood, we went into Unreal Engine and explored the 3d space, talking about how where to place our design and how it would function.
Write your short description.
Our Rube Goldberg machine is designed to prepare a watermelon to be eaten. We achieve this by going through all 6 simple machines. Our machines starts by dropping a ball into a funnel, which then lands on a set of inclined planes. Once the ball roles down the inclined planes it lands in a pully that raises a boot. This boot then triggers a chain of dominos, theses dominos then hit a ball of a ledge causing it to role down an inclined plane. At the bottom of the plane there is a tube with a screw that pulls the ball up. Once the ball hits the top of the tube it falls out of it, landing on a lever that launches an egg. This egg would then hit a truck, which would activate a lazy Susan to roll our watermelon into a funnel. The watermelon then falls onto another screw, which lifts it up before dropping it onto inclined planes. Finally, it rolls onto a wedge, which slices the watermelon, preparing it to be eaten.
3/9/2026
For this reflection, I chose to write about gameplay and what it is. Gameplay is how a game feels when you are playing it and how the actions the player take effect what's going on. Gameplay covers what rules are set, what challenges there are, and how decisions affect how the game is experienced. Good gameplay should feel fair, players should succeed because of their choices and skill, not luck or something out of their control. For example, in the video game "Raft," the gameplay focuses on survival while floating in the ocean on a small raft. Players must collect materials from the water to build tools, explore new areas, and manage resources. However, there are also dangers, like the shark attacking the raft, this adds challenge to game while still feeling fair because players can build weapons to kill the shark. Overall, Gameplay is key because it creates the main experience of the game and dictates if players want to keep playing.
3/9/2026
Raft is a survival game developed by Redbeet, itoffers a unique take on the survival game genre. Players start on a small raft in the middle of the ocean with nothing but a hook and they gather resources, explore islands, and manage their resources to not starve. The main mechanics are a hook used to collect floating debris and underwater resources and a research table needed to unlock new crafting options. During my play session, I had to chose between fishing for food or using my hook to collect resources to try and expand. Simple decisions like this made the game feel strategic. This really engaged me in the game.
The visuals are very colorful and cartoony, with a semi realistic ocean that reacts to movements with water ripples and foam. The visuals make the world feel alive. Sound effects and music also help the player feel engaged. The music sets a relaxing mood and the sound effects such as water splashes and seagull caws increase player immersion. The game doesn’t have a typical story with the player getting background information, rather the player must discover it all themselves. Discovering notes on islands reveals a connected story with unique characters. Replay value is limited since the story islands always play in the same order, but the game is a sandbox and you can create a unique raft every time. Overall, Raft is very fun and relaxing, and I would give it 3.5/5 stars for its creativity and unique mechanics.
3/9/2026
How can simple mechanics lead to complex gameplay?
Simple mechanics lead to complex gameplay when they stack or interact in different ways. For example in Tetris, the main mechanic is just placing falling blocks to complete rows. Although this rule is simple, the game is still challenging. As the game progresses it becomes harder, the pieces stack up and fall faster. So, players have to become strategic and think ahead and decide where to place the pieces. Thus, a simple mechanic turns into a challenging and complex game.
Why is it useful to understand game mechanics when analyzing or reviewing a game?
It is useful to game mechanics because it allows you tp explain why a game works well and is balanced or why it has problems. Mechanics are rules that control how the player interacts/plays with the game. When you understand them at a fundamental level, it becomes easier to describe what makes the game fun or challenging. furthermore, it also allows you to explain what parts of the game work well. Understanding the mechanics makes your review better because you can explain how the systems effect the player’s experience.
3/9/2026
Why is mood and atmosphere important in games?
Mood and atmosphere are important in games because they make players feel more immersed intothe game world. Mood creates emotions for the player, making the game much more immersive and engaging to play. Game developers use music, sound effects, lighting, and much more in an environments to create different moods and atmospheres. For example, calm music can make a game feel relaxing. While comparatively dark areas and eerie sounds create tension and make the player feel scared. In Raft, the ocean and the sound of waves creates a strong sense of survival. While the upbeat music makes the player feel adventurous and ready to explore and build their raft. These examples show how mood and atmosphere can make the game experience more memorable and engaging.
How is it different from game mechanics?
Mood and atmosphere are different from game mechanics because mechanics are the rules and actions that control how the game works. While mood controls how players feel. Examples of game mechanics are things like attack combos, crafting tools, or building structures. While, examples of mood and atmosphere focus on how the game feels to the player rather than what the player does. In Raft, the mechanics involve gathering floating materials and managing them. However, the atmosphere is created by the sounds of the ocean, upbeat music, and the vibrant visuals. These factor do not change of the game, but rather affect the player’s emotions and experience. This shows that mechanics control gameplay, while mood and atmosphere control how the player feels while playing.
3/9/2026
Risk v. Reward
Risk vs. reward is a way to balance game fairness. The players decides if a difficult/dangorous action is worth the benefit. A well balanced game gives better rewards for bigger risks. This makes players feel like their decisions matter, allowing to have a sense of accomplishment. However, if in a game the risk is high but the reward is small or comparable, the game can feel unfair or anoying. In Raft, an example of good risk vs reward is when you jump of the raft collect resources in the water. The reward is getting more materials and reserving durability on your hook. The risk is that the shark can attack you while you’re swimming, while these attacks are dodgeable they still pose a threat. This makes the player think about whether it’s worth it, which can add and strategy to the gameplay.
3/9/2026
What surprised you most when comparing two professional reviews of the same game?
What surprised me most when comparing the two reviews of Subnautica was how different the opinions were even though both the reviewers played the same game. The IGN one focused a lot more on the games mood and atmosphere, calling it as “fantastical, fresh, and frightening.” This shows how the atmosphere was strong because of the variety words they used to describe the game. While on the other hand, the GameSpot review focused more on the gameplay and how the game creates a unique dynamic that makes you feel like you're constantly completing one new goal, but that goal pushes you into another. Both reviews agreed that exploration and survival mechanics are important parts of the game, but each reviewer focused on different strengths. This surprised me because I thought the reviews would mostly say the same things, but this showed me how different playstyles can wildly impact a game review.
How can reviewing two different opinions help you become a better game reviewer or designer yourself?
Reading both opinions showed me how to become a better designer because it shows that people experience games in different ways. For example, one person might care more about story, while another person might care more about gameplay mechanics. Seeing different perspectives helped me understand how good game desgin dosent force the player into one path but allow they to be able to explore the game differently. For my game this helps me think about how different players might react to it. Overall, comparing theses reviews helped me better understand what makes a game unique.
3/6/2026
How can you navigate and explore the first level using the mouse and keyboard, and what does this allow you to observe about the available assets?
You can navigate the first level by holding rmb while looking around and keyboard to move. The mouse lets you look around and the WASD keys allow you to move in the level. This is really easy to look around the different parts of the map. Moving around the map, you can see the assets already placed like the rocks an islands. This helps show you the sizeof things compared to other, helping me get an idea of the portions. This gives me ideas for how to design the level.
What is the difference between a Static Mesh and a Blueprint in the Content Drawer? Provide an example of how each is used in the project.
A static mesh is just the basic 3D model of an object with no special actions or behaviors. It is used for visuals in the map. A blueprint is different because it allows the ability to for an object to do something like open a door when you have a key. Another use for blueprints is to combine different 3d models into one blue print so you can quickly place down a building with different walls for example. Examples of static meshes in the project are the walls of buildings and the islands them selves. Examples of blueprints in the level are the coins and gems, these models spin around and disappear when walked over.
Describe at least three interactive elements demonstrated in the level when you playtested Level 1. How do these elements contribute to gameplay?
One interactive element si the moving platform that change position over time in the level. These islands force the player to time their jumps and pay attention to the movement. Another example of interactive elemetns where the pick-ups like the coins or gems. These encourged the player to explore more. The last interactive elements are the checkpoints and the goal. The checkpoints show the player they are on the right path and the goal gives the player a main objective.
How do you navigate to and open the correct map for building your game, and what is the name of the level you will be editing?
To open the corect map you have to use the content drawer feature. To open this you press Ctrl+Spacebar. Once in the content drawer go to -> Content -> Hour of Code -> Maps -> HOC_World. This is the quickest and easiest way of navigating to the proper world. This way also works for the other levels in the project.
What problem does the player encounter when pressing play in the default level, and what will students need to add in the next lesson to solve it?
When walking forward from the default spawn there is a hole. The player can not currently cross this gap. In the future students will need to add platforms to get past the gap.
3/6/2026
What do you think is important to create player immersion when designing a part of a level using static islands?
To create player immersion, the islands need to feel believable and connected to the environment. This is important because the placement of the islands guide the player naturally through the level. Details like the rocks and size variation in the islands can make the environment feel more immersive instead of empty platforms. It is also important to make sure the spacing between islands makes sense for jumping or movement. When the environment feels natural and consistent, players are more likely to feel immersed in the world.
What was most challenging with creating the animations for the moving islands?
The most challenging part of animating the moving islands was making sure the movement of the islands worked correctly and they properly looped. If the islands didn't loop properly, it would make them jump from one positions to another, making it almost impossible for the player. It also took some trial and error to make sure the animation path worked correctly and the islands moved how they where supposed to. I messed up the timing of the islands, making them not pause long enough. To fix this, I tested the animations multiple times in game to make sure they worked properly and the player was able to pass.
If you had more time to work on the animations, what would you do to improve and make them more interesting?
If I had more time, I would experiment with different speeds and movement animations for the islands. Instead of only moving in one direction, some islands could change directions, giving the player multiple paths to cross. One path could be easier and more direct, while another could be more difficult but faster. I would also add smoother transitions to the animations so the islands feel more natural when they start or stop moving, instead of them just stopping on a dime. These changes would make the level feel more engaging for the player with the different options.
3/6/2026
Why do you think players can find it satisfying to collect things like coins?
I believe players find it satisfying to collect thing like coins because it gives the player something else to do other than just platforming. Coins reward the player for exploring. This shows how the game isn't just getting from point A to point B. Coins can also guide the player where to go by leading them towards something. This gives players a sense of accomplishment for collecting coins and makes the experience more engaging.
How could we improve the level to make it even more satisfying to collect coins?
An improvement could be adding something to do with the coins, such as a shop or exchange. Having a shop at the start of the level and allowing the player to buy powerups or exchange for gems is a good example. This would encourage the player to collect coins and replay the level. Not only would this increase replay value. This would give coins more value, other than just collectibles. So, collecting coins feel more rewarding.
3/6/2026
Can you think of any other powerups that you would like to add to your game?
Three other powerups I think would make a good addition would be would be Speed boost, slow-mo, double jump. Speed boosts would allow the player to have increased speed and jump, but it would have the downside of being a little harder to control. Slow-mo orbs would allow the player to trigger the world to slow down for a few seconds, this could be useful in difficult moving platform areas. Finally, double jump would allow player to jump a second time once they're in the air. This could be a more useful version of jump boosts because you get more control with it.
3/6/2026
Why do we store the information about having the key in the Game Mode instead of in the door or the player?
We store the information about having the key in the Game Mode of the door or the player because the Game Mode is able to recall the key, while the other two cant. If the information was stored in the door or the player, everytime the player would die the key would disappear. This is because of how the game engine resets. So, by storing information in the Game Mode the key will always stay active whether the player is alive or not.
What was the hardest part to understand when building the key and connecting it to the door?
The hardest part to understand when building the key and connecting it to the door, was understanding all the nodes with their inputs and outputs. The amount of different nodes and tabs made it difficult to monitor and keep track of everything. This assignment showed me how important it is to organize and clean the workspace. While working deleting unnecessary nodes and keeping the layout clear became important to avoid working becoming extremely difficult . Further, if an output was connected to the wrong node, it could cause errors and break the whole code. Because of these, managing and understanding the node connections was the most challenging part of building the key and door system.
3/6/2026
Why is it better practice to keep the logic for updating the timer inside the HUD instead of directly in the Game Mode?
It is better to keep timer logic in the HUD because the timer is part of the HUD display. The Game Mode handles the character and its variables, while the HUD is meant to show the current state of the game. By updating the timer in the HUD, it reflects how long the game has been active without having the chance to interfere with other gameplay mechanics. This separation keeps the code organized and easier to manage. It also makes it simpler to change the timer display later without affecting the game logic.
What challenges did you face when creating a new event from scratch in the HUD, and how did you solve them?
I had trouble with keeping up with the video and replicating it at the same time. The video was fast for me and I kept missing key points while trying to do previous things. I solved this by rewatched sections I missed. After a while I decided this wasn't enough and slowed the video down to 0.5x speed. This allowed to me to rewatch from the start and not miss anything
3/6/2026
What did you learn about how data is passed between blueprints and widgets?
I learned that data is passed between blueprints and widgets through connected nodes, forming a power structure of sorts. The structures starts with a main function and then branches into smaller nodes that handle different tasks. These nodes work together to break down the main function into smaller, more manageable steps. When connecting these nodes, it's important to notw what inputs and outputs are required. Some variables or nodes can have very similar names, making them easy to confuse. So, because of this, I learned that understanding the node connections is very important for making sure the data passes correctly between the blueprint and the widget.
Why is it helpful to organize blueprint code using nodes like “Sequence” and reroute pins?
It is helpful to use Sequence nodes and reroute pins because they make blueprints easier to read. Sequence nodes let you run multiple actions in order without making the graph messy. Reroute pins allow you to move wires so they don’t cross, making it easy to read and change in the future. This also helps prevent mistakes when building up the blueprint by not making it easier to not accidently change one when you meant to change another. Keeping the blueprint organized is essential to making changes and fixing issues.
3/10/2026
How did experimenting with lighting help you understand the importance of atmosphere in a game world?
Experimenting with the lighting system helped me see how important atmosphere is in a game world. By changing the brightness or color of a light the atmosphere of a scene can completely change. An example of this is if you use darker lighting in an area ir can feel more mysterious or dangerous. While, using brighter lighting can make the same area feel more open and safe. This tutorial kind of illustrated to me that lighting is important for setting the mood for the player.
Why is real-time global illumination (Lumen) such a game-changer compared to baked lighting?
Real-time global illumination is a game-changer for a few reasons. When using baked lighting the texture of each object as shadows painted onto it. So if you want to change the lighting in anyway then every texture within the scene must have the shadows retexured. While with real time global illumination, the lighting updates in real time when changing the lighting. This makes it easier to change or adjust lighting with building a level. It can also help with the environment feel dynamic and realistic.
What kind of problems could happen if your level didn’t have the correct Game Mode?
If a level does not have the correct Game Mode, many problem can occur. Many important systems might not work properly. The player wouldn't spawn correctly or have the correct controls. Furthermore, game rules, UI, or objectives would also fail to load properly. This can make the level confusing or unplayable. Using the correct Game Mode ensures that the level uses the right settings and gameplay systems, making the player be able to enjoy the game.
3/10/2026
Which parts of the reference image were easiest to recreate in your landscape?
The mountains around the perimeter were the easiest parts to recreate and is where I started. I focused on building the outer mountain range first to match the general layout of the reference image. Their long straightaways where easy to copy and set up the proportions for the rest of the map. Following this I added the center mountains to finish off the layout. These mountains where also easy, because of thier large straiuught parts were easier to copy because they did not require as much detail and could be easily changed.
Which areas were the most challenging, and how did you approach them?
The lake area was the most challenging part to recreate. The lake required careful shaping so the terrain would look natural around the water. In the begining I focused too much on small details, makingit harder to finish the shape. I solved this by stepping back and focusing on the larger terrain first and the general shape of the lake. Once the overall shape looked correct, I was able to come back and add the smaller details, like the player spawn point and river.
If you could improve one part of your terrain, what would you change and why?
If I could improve one part of the terrain, I would make the hill after the lake a little longer and raise the mountains around it. Making these mountains taller would help them blend better with the rest of the mountains and the general landscape. Furthermore, it would also make the terrain feel more dramatic adding to the fantasy atmosphere. Making the hill longer could also make gameplay more challenging by making the hill challenge harder ( In the tutorial he mentioned this, so I'm just predicting it) Overall, I belivec these changes would make the environment feel more natural and make the gameplay more engaging.
3/13/2026
How did painting with layers change the look of your world?
Painting the terrain with layers drastically changed how my world looked in a good way. Adding moss made the world feel more alive and less empty. It helped break up the terrain and made it look more natural. The gravel helps show the player where they can and can’t go. At first I wasn’t sure about the gravel, but it started to grow on me (Writing this after I did Paths & checkpoints). Overall, using layers made the world look more detailed and realistic.
What choices did you make when adding grass and gravel, and why?
I tried to make the moss creep up the mountains and fill in the crevices of the mountains. I noticed than in real mountain this where the grass naturally built up, so I tried to emulate it. This made the terrain look more natural instead of random. When adding gravel, I mixed “gravel 1” and “gravel 2” so it didn’t look repetitive and monotonous. Using both helped break up the pattern and made it look better. I think these choices made the level look better and play better.
How did adding water affect the atmosphere of your landscape?
Adding water really helped show me how the whole landscape looked. It made it easier to see what parts needed to be fixed or adjusted. Furthermore, it made the level feel more complete instead of empty. The water added more color and made everything look more vibrant. It helped the environment feel more alive overall. I also think it made the scene more interesting to look at.
3/13/2026
How did you use natural barriers and paths to guide the player through your world?
I used natural barriers and path to guide the layer by showing where they can physically go and physically cant. The mountains are not able to be climbed. This tells the player they cant go there and to jsut follow the path. For the path I made it a separate color than the grass one the ground. This catches the eye of the player and shows the where to go.
What choices did you make to make your checkpoints unique?
To make them unique I changed the color of the cloth on the little structures. I did this so the would stand out against the green of the trees. I made them red so the player could see them up ahead through trees ( I wrote this after I placed the foliage). This helps guide the player on where to go next. Additionally, for each checkpoint I tried to make them all have one unique feature to make them different from the other ones. For example in the second checkpoint I added outhouses to have a notable feature.
How do checkpoints change the way players experience your level?
Checkpoints change the way a player experiences a level by showing them there on the right track. If there where no checkpoints for the player to work towards next they wouldn't be sure if they are going the right way. In my level I tried to c
3/13/2026
Which foliage settings made the biggest difference in realism for your world?
I think the grass made the biggest difference. It added life to every part of the world. Before adding grass the level felt empty and plain. The grass helped the terrain look more natural with more vareation. I also think it helps to guide the player. Areas without grass look less safe to walk on. This makes the environment feel more believable with the paths and walked on areas having less grass. Overall, the grass helped the world feel more complete.
How did adding vegetation change the atmosphere of your level?
As I said in the less answer, adding foilage helped made the level feel more alive. The trees added more variation in height, which made the world feel less flat and made it more believable. Tress also added more color to the environment. Before adding the plants all around, the level felt empty. The vegetation made the world feel more natural and just look better. Furthermore, it also made exploring feel more interesting.
How can you use forests and fields not just as decoration, but to shape gameplay and exploration?
Forests and fields can act as gameplay tool, they can guide the player and were they go. For example, thick forests can stop the player from going somewhere. On the other hand open fields can show safe areas. Additionally, forests can hide collectibles, like gems, to encourage exploration. Different plants can show what parts of the map are more important. This helps the player understand where to explore without needing instructions.
3/13/2026
What choices did you make to design your castle’s exterior?
I didn’t change much, it is pretty much just the castle from the tutorial. However, one thing I tried was flipping some of the walls around to use the different texture on the other side ( Not pictured in this older screenshot). I thought this helped add more variation instead of everything looking like the same pattern. Further, having different textures made the castle look more interesting. It also helped the walls feel less flat and repetitive .Small changes like this helped improve the overall look.
How did you organize your assets to keep the build manageable?
I just followed the tutorial for organizing the meshes. I used folders Tower 1–4 to keep the different parts separated. I also used folders for the front wall, right wall, left wall, and back wall. Organizing it like this helped keep everything easy to find while building. Having everything organized like this made the building process easier and less confusing.
What atmosphere do you want players to feel when they reach the castle interior?
I want to create an atmosphere of of mystery when they reach the castle. One thing to definitely do is make the environment darker to create this feeling by adding a ceiling. Furthermore, I want to surround the castle with a forest to make it feel more hidden and dark. This can make it feel kind of forgotten/abandoned, making the player curious. A mysterious atmosphere can make the level more interesting to explore.
3/13/2026
Part 1:
How did adding lighting change the feeling of your castle?
Adding lighting to the castle made it feel much more alive. Before adding the lighting, the castle felt plain. The lights added more intrest and made certain areas stand out more. This helped guide the player about where they should go next. Some areas felt more important just because they were lit up. Overall, the lighting helped improve both the look and the gameplay.
What choices did you make to balance mood and visibility?
One choice I made was to place the lighting spareinglu around the castle. I did this instead of lighting up the whole castle, I only lit important areas. For example, I added more light around the staircase to show the player where to go. This helps guide the player. Having some areas darker adds to the mood and make it more interesting. It also made the lit areas feel more important. This balance helped keep the castle both playable and atmospheric.
How can light be used as both decoration and a gameplay tool?
Light can be used to both make the level look better and also help the player. Lighting can guide the player to paths or objects that the player should notice. Lighting can also make certain areas have a sense of priority, making one area more important than another. For example, brighter areas can show the best path forward. While darker areas can make the player feel more cautious or curious. Light also adds detail and makes the environment feel more immerisve. These aspects show lighting is useful for both design and gameplay.
Part 2:
How did flickering light change the feeling of your castle compared to static light?
As I mentioned in Part 1, the flickering lights made the castle feel more alive. The static lights felt plain and really unrealistic once you noticed them. While the flickering effect added movement even when nothing else was moving. This made the environment feel more realistic and alive. Additionally, It also made the castle feel more immersive with the fires being more realistic. The changing light helped create a stronger mood. Overall, flickering lights made the castle feel more dynamic.
Why do you think it’s important to add variation between different light sources?
Adding the variation between light sources breaks up monotony. For example, if every light looked the same the level would feel boring and once the player noticed it would be super obvious. In real life, you almost never see the exact same type of light everywhere. Different light strengths and types can help make the world feel more realistic. Furthermore, it also helps improve immersion for the player. Variation makes certain areas stand out more than others. It helps the level feel more natural overall.
If you wanted to push the atmosphere further, where else could you use dynamic shadows?
One ide is to use the dynamic shadows on the player model. This would l make the environment feel more realistic. Another idea could also adding dynamic shadows near doorways or in hallways to make them feel more mysterious, letting them flicker. These could also be used near important objects to draw attention to them. Moving shadows can make the player feel more aware of their surroundings. This could make the castle feel more immersive.
3/26/2026
What details did you add to make your village feel lived-in?
I did quite a lot of things to make it feel lived in. One of the first things I did was to change the color of two different roof textures. I changed one of them to a dark red an another to a lighter pinkish red. I did this to try and emulate weathering on the roofs and add variation. I applied the lighter red to the roofs that where higher. Another thing I tried was to add varation in the paths, along the edges of the path I added the gravel texture to make it seem like it was well walked. I also mixed between both pathway textures, this broke up the pattern of just one. I did other techniques, but these were the main ones across the whole village. I feel these really added to the village and made it look better overall.
How did coins and gems affect the way players might explore your level?
Collectibles like coins and gems add more interest to the level. They give the player a reason to explore the environment or help . Additionally, the coins can almost act as a guide for the player. A line of coins points the player on where to go next. Gems on the other hand give them a reason to explore like I said eariler. Gems can be hidden and hard to get, this gives the player a sense of accomplishment once they get them. This helps engage them in the game.
4/9/2026
How does your change connect to one of today’s essential questions?
My change connects to the essential question of, "How can creativity and variety make your world unique?" My change connects to this question in a few ways. One way is my use of variation to make the world more realistic and lived in. Within the village I used two different shades of red for the roofs of the house to mimic weathering. I think this makes my world more unique compared to others. Another way was my use of variation in the foliage, I used different heights of trees and grass to make my forests more lively.
How can you balance decoration with gameplay flow, so the player doesn’t get lost?
One way you can balance decoration with gameplay flow is using a consistent decoration to guide the player. In my level I made all roofs of buildings or stands red. This contrasts against the rest of the level and catches the players attention. So as the player progresses throughout the level the red will help them see that they are going the right way. Another way to balance decoration is make the areas unique so the player doesn't get one checkpoint confused for another.
4/13/2026
How well does your current world design support the kinds of challenges shown in the video?
My world design supports the future challenges pretty well. Since I followed the tutorials, I had the areas where the challenges would be all planned out. I have open areas where they should go. However I do think a few adjustments could be made.
What changes or adjustments might you need to make to your landscape, layout, or design to prepare for these challenges?
I think a few adjustments could be made to prepare for these challenges. One would be to change the hill up for the boulder challenge. Currently I made the hill have like a curve to it, where it started less steep but increased in steepness as it goes. However, in the video I noticed that his hill was flat, allowing the boulders to roll at a consistent speed. Another change I think Would help better prepare for the challenges would be to straighten out the paths, right now My paths have curves in them where the challenges should be. In the video the paths are straight when they're there.
How should the challenges you add in this unit match the mood of your Level 2 world? Write a short reflection (2–3 sentences).
The challenges I add in this unit should match the mood of my world by having the visuals fit into what I already have. Additionally, The challenges should also be not to far from the checkpoints I already set up. These two things would help this units additions fit into what I already made.
4/13/2026
How did adding ragdoll physics change the feeling of failure in your game?
It made it feel more dynamic. Without the ragdoll effect the player would just be sent back to the checkpoint without anything. This felt odd, it didn't give the player time to process what happened, it almost made it feel like they teleported. Adding ragdoll fixed all this, it gave the player time to process what happened. It also gives the player a chance to see where they took damage.
What adjustments would you make to the Sweeper Arm to balance difficulty?
I would slow down the rotation rate at the start of the challenge and speed it up as a player goes through it. I would like my game to be challenging, but still remain fair. By having it speed up as the challange goes on the player gets used to the obstacle and see how to adjust to different speeds. If I set the rotation speed to be very quick from the start it would be much harder for the player to get used it and take many attempts. However, if it changes as it goes the player will get used the obstacle and a faster speed wont be so difficult.
How does this first obstacle set the tone for the rest of the challenges?
The first obstacle sets the tine for the rest of the challenge and future challenges by showing the player what level of difficulty the challenges will be. It also helps set the players mood. If the first obstacle in a challenge is extremely hard and almost impossible, the player will have a less enjoyable time playing it. Comparatively, if the first jump is very easy the player wont get as frustrated playing the game. These two main factors help set the tone for the rest of the challenges.
4/15/2026
How did adding pendulums change the feel of the Sweeper Arm challenge?
Adding pendulums changed the feel of the challenge by making it more difficult and made it feel more thought out. The pendulums added a new element to the water section and increased the variation of obstacles to the challenge. If the challaneg was only sweeper arms, the player would get used to the obstacle quickly and it wouldn't be very difficult. However, introducing more obstacles challenges the player to new problems they haven't encountered before. Variation makes the challenge more difficult.
What adjustments did you make to balance challenge and frustration?
I made a few adjustments to balance the challenge and frustration. One way was adding larger platforms after difficult sections. The platforms almost acted a break for the player, they allow them to stand without any obstacles. This gives the player time to see what challenges are next and how to adjust. Another way I balanced the challenge and frustration was ramping up the difficulty as the challenge went on. The first few jumps and obstacles aren't very difficult, but the final ones are. This gives the player time to adjust to the difficulty instead of just going straight to a very difficult.
How does polishing the environment change how players experience the challenge?
Polishing the environment changes how player experience the challenge in a few ways. One way is that it can help guide the player on where to go. For example, if the environment is super overcrowded and has no clear path, the player will enjoy the game less because they are confused. However, if the environment is clean and organized the player will have a more more fun time playing the game. This helps show how visuals and gameplay can work thogther to add to the players gameplay experience.
4/17/2026
How does the size and speed of the boulder affect how dangerous it feels?
How did you balance safe zones and danger in your Boulder Hill design?
What changes did you make to your Boulder Hill to improve fairness after playtesting?
How does the Boulder Hill hazard feel different from the Sweeper Arm challenge?
How did adding destruction effects change the feel of the Boulder Hill challenge?
What choices did you make in your particle system, and why?
How can visual effects help communicate gameplay information to the player?
The size and speed of a boulder can affect how dangerous it feels by changing the level of danger it has, both a faster or bigger boulder will be harder to dodge, making it more dangerous. I balanced safe and danger zones by having
4/17/2026
The element makes this challenge feel different because of the others because its a lot more stressful. Its much more time based. Although the Boulder has timing, it isn't as stressful because there are places to take a break and wait. The timed gate doesn't have this, and you need to do it in one go. There are some adjustments that could be made with the duration to balance the difficulty however. One way would be to add some leeway. In my level it takes around 30 seconds to go through, but I set the duration to 35 seconds so they player can still mess up and make it, while still remaining challenging. Timing based obstacles can increase tension without feeling unfair by finding the sweet spot between it being to tight and it being to easy. They can also prevent it feeling unfair by differnt paths the player can take if they are having trouble with one way.
4/20/2026
In my village course I used a variety of different props and obstacles, but I generally kept a few main ones for challenge part of it; Log pillars, ropes, and stone platforms. I stuck to only a few to help guide the player on where to go next. By sticking to only a few, the player knows whats safe and gets an idea on where to go next. I made my challenges pretty easy, so the gate duration could be tighter. Since my path length was already short I thought it should be difficult by the timing, not the obstacles themselves. This forces the player to replay a few times to get the timing right. This creates a different kind of tension than the previous challenges, because its much more precise than the othe obstavles. The other challenges have much more leeway compared to the village.
4/17/2026
Ranged attacks changed how I tested my level differently because the ranged attacks where more random than the other obstacles. This forced me to play them out longer to see if they worked properly. In previous challenges I could make an adjustment and immediately test, but for this I had to play it out longer to see if the change was good. An adjustment I make make to the towers are thier fire rate. Right now playing the level the potions are very easy to dodge, so changing the potion speed can increase the difficulty. Adding a visivle enemy in the tower makes the mechanic more immersive, by showing the player where the projecticles where actually coming from. Without an enemy in the tower it looks like the potions are spawning out of nowhere and looks less realistic.
4/17/2026
How does changing ProjectileSpeed affect the predicted aim point and the player’s dodge options?
What values would you tweak first (AimOffset, Sensing Interval, Z offset) to make towers feel fair but challenging - and why?
If you turned gravity on for projectiles, what parts of today’s prediction approach would need to change?
Changing Projectile Speed affects the predicted aim point and player's dodge options by making the potions get to the player quicker. This makes the predicted aim point more accurate because there is less time for the player to move, this also makes the player have to dodge more. The first value I would tweak would be the Aim Offset, right now I have the towers have a lot of randomness. This makes it pretty easy to dodge, so I would decrease the randomness, making it more difficult. If I turned on gravity for projectiles I would need to change the distance to target. Currenlty with no gravity, the potions fly at a constent rate with a easy to find distance. However, if gravity was enabled the distance would need to be longer because the potions tend to fall flat with gravity.
4/17/2026
VisionAngle had the biggest impact on fairness. The VisionAngle had a lot of changabilty, you could get very percise with it. This usfeul when making the level to make sure I can get get just where I want it. OnComponentHit was better than overlap for the projectiles because it allowed the projectiles to stop when they hit a static mesh, before they would only stop if they hit the player, allowing them to travel through other objects. The explosion VFX changed the player readability by giving the player an idea on where they were hit from. Before the VFX the player would just get killed and have no idea where from. With the VFX the player knows what hit them, so they can adjust in the future.
4/17/2026
Where did overlapping sight cones create the right kind of tension and where did it become unfair?
Which props or blockers most effectively guided players along your intended route, and why?
After playtesting, what single adjustment (angle, radius, tower position, or cover placement) most improved fairness without killing challenge?
4/17/2026
What changes did you decide to make based on peer feedback, and why?
How did the feedback confirm or challenge your own ideas about your course?
Looking back, what part of your challenge zone feels most improved after these updates?
4/17/2026
What area did you choose to expand or decorate, and why?
How do your changes affect the way players experience or understand the challenges?
How do you balance decoration with gameplay so the player doesn’t get lost or distracted?
For this assignment I didnt chose a specific area to decorate / expand on, but rather I chose to expand on the areas between the challenges. I did this because throughout making my level I already focused a lot on the decoration and expansion of the challenges
5/4/2026
Unit Introduction
Which of the three systems - UI, cutscenes, or sound - do you think has the biggest impact on how players feel while playing your game, and why?
How do you plan to use these tools to make The Valley more immersive and emotionally powerful in the next lessons?
Main Menu
What was the most important connection you learned between widgets, levels, and controllers when building your main menu?
How does adding a background image or visual style change the way players experience your game’s first screen?
Pause Menu
What part of the pause system was most important for making the menu feel responsive and reliable during gameplay?
How do you think players experience a pause menu that fits naturally into the game’s world and flow?
Select Levels
How does storing and switching between multiple widgets in the Player Controller make your UI system more efficient and flexible?
What feeling do you want players to have as they move seamlessly from one level to the next in your game?