01/24/26
What do you hope to get out of taking a class focused on Game Art & Design?
I hope to gain hands-on experience in creating game art and learning how games are designed from start to finish. I want to improve my skills in visual design, modeling, and creativity. Taking this class will help me understand how art and gameplay work together. I also want to learn how to use industry tools used by professionals. Also working on various projects will help me build a strong portfolio that showcases my skills and overall understanding. Overall, I want to gain new skills and understand these concepts to create good games.
Why do you think having an industry-recognized workforce credential like the Unreal Engine certification can be valuable for your future?
An industry-recognized credential like Unreal Engine certification shows that I have real world, professional skills. It proves I know how to use tools that are commonly used in the game industry. This certification can help me stand out when applying for jobs or internships. Employers usually look for proof of technical ability and this certification provides that. It can also open opportunities in fields beyond gaming like films or simulation. Overall, this certification helps prepare me for a competitive career.
Why is it important to have a Code of Conduct when working in game development or other creative industries?
A Code of Conduct is important because it sets clear rules for behavior and professionalism. It helps ensure that everyone feels respected and safe in the workplace. Creative projects require teamwork, and guidelines help teams work together effectively. It also helps prevent misunderstandings and conflicts between groups or individuals. The Code of Conduct creates clear expectations and encourages accountability and fairness. Overall, this builds a positive environment where creativity and productivity can grow.
01/30/26
What genre did this story feel like to you?
The story felt like a dark fantasy adventure, particularly in moments like the carved symbols on the trees and the glowing lantern that burns without fuel. It is filled with psychological tension and horror where danger wasn't always visible, but constantly implied - such as when the forest feels alive and watching, or when the trail vanishes behind you and there is "no going back." The Hollow introduces existential fantasy, where death is not an end but a question, shown by the silent Hollow Spirits asking if you wish to return. Survival elements appear during the shoreline and cliff sections, where physical exhaustion, blood, and slipping footing matter more than enemies. Finally, at the end of the game and it returns to the Lantern Rest, it reinforces a sense of inevitability and fate rather than traditional heroism or maybe a different process altogether. Overall, the genre feels rooted in a haunting fantasy shaped by memory, loss, and persistence.
Did different sections remind you of different genres?
Yes, many sections strongly show different genres through their structure and tone. The shoreline exploration, where you find the spiral stone and carefully move along rocks and driftwood, felt like an exploration or environmental adventure game. The forest path with symbols carved into bark leaned toward folk horror, especially with the implication that something ancient makes the way. Barrel Hill felt more like an action or roguelike segment, with "waves," quick choices, and sudden failure leading to death. The Hollow shifted into surreal or cosmic horror, where the setting is abstract and the threat is philosophical rather than physical. Lantern Rest blends all these genres into a cohesive gameplay narrative.
02/02/26
How might the character you’ve created change the way you imagine playing What Remains when you start building in Unit 4?
Creating Isa changes how I imagine playing What Remains by making the experience feel more personal and emotionally grounded rather than just exploratory. Instead of moving through the world as a detached player, I imagined playing as someone shaped by loss, memory, and responsibility, which makes every environment feels like it carries meaning and not just danger. The darker fantasy and psychological horror elements of the game align closely with Isa's story, especially the idea that death is not an end but a lingering question, mirroring her plush power of revival. Sections like the forest and the Hollow would feel less like obstacles and more like reflections of Isa's internal struggle with fear, guilt, and identity. Survival moments would empathize her fragility as a stuffed being, making careful movements and choices feel just as important as combat. Also the shifting genres throughout the game would reinforce her transformation from a reluctant hero to a true hero. Overall, Isa makes What Remains feel like a story about endurance, memory, and choosing to move forward even when nothing can fully return to how it once was.
02/02/26
Why is it important for game developers like you to respect copyright and licensing rules when creating games?
Respecting copyright and licensing rules is important because it protects the work and rights of artists, programmers, writers, and other creators who contributed to the original content. When developers use assets, code, or ideas without permission, it can cause legal trouble that may shut down a game or a studio entirely. Following these rules also builds trust within the gaming community and shows professionalism. It encourages fair compensation, which helps creators continue making high quality content. Respecting licenses prevents plagiarism and promotes originality and innovation in game design. Lastly, it sets a positive example for players and future developers about proper rules and behavior in the industry.
02/08/26
What similarities and differences do you see between Autodesk 3ds Max and Unreal Engine?
Autodesk 3ds Max and Unreal engine are similar because they both work with 3D objects, environments, lighting, and cameras. In both programs, you need to understand how 3D space works in order to place and edit objects correctly. However 3ds Max is mainly focused on creating and modeling 3D assets from scratch. Unreal Engine is more focused on building real-time scenes, environments, and interactive experiences using those assets. Another difference is that Unreal Engine renders everything in real time, while 3ds Max is usually used for pre-rendered images or animations. Unreal also includes gameplay and engine tools that 3ds Max does not have. Overall, they are connected, but used for different stages of 3D workflow.
How well do you feel learning 3D modeling last year prepared you for working in the Unreal Engine?
Learning 3D modeling last year prepared me fairly well for working in Unreal Engine. I already understand basic concepts like shapes, scale, textures, and how 3D models are built. Also knowing how lighting and materials work in 3D spaces helped me feel less overwhelmed. However, Unreal Engine still feels very different because of its many tools and real-time features. Even with modeling experience, there was still a learning curve. Overall, learning 3D modeling gave me a strong foundation.
What did you find most challenging, and how did you work through it?
So far, the most challenging part about Unreal Engine is learning how to use the new tools it has. Additionally, learning how to move through Unreal Engine has been very difficult at times. The controls and camera movement felt confusing at first compared to 3ds Max. However, right now I am slowly getting myself more comfortable with moving through Unreal by practicing in class. I am also learning how to use the tools as I go through with each project assigned. Working step by step has helped me feel less confused. With more practice, the tools and movements are starting to make more sense.
02/10/26
Why might using multiple Inclined Planes be more effective than just one?
Using multiple inclined planes can be more effective because it allows me to have better control of the ball's speed and direction at different points in the level. Instead of relying on one ramp, I can adjust each plane's angle and position to guide the ball more correctly. This makes it easier to target specific objects, like the buckets, without overshooting or losing momentum. Multiple planes also help break up the movement into stages, which makes trouble shooting easier if something goes wrong. If the ball doesn't land where I want, I can adjust one section instead of rebuilding the entire ramp. Overall, using several inclined planes gives me more options and control in my designs.
How does turning snapping on or off affect the way you build and test your level?
Turning snapping on makes it easier to place objects evenly and keep everything aligned in my level. It helps create a cleaner and more organized setup because objects move in fixed increments. This is useful when I want to have precise spacing or straight angles. However, turning snapping off allows more detailed adjustments and fine tuning. I can slightly move or rotate objects to test different angles and positions that snapping will not allow. During testing, I found that having snapping on made it difficult to place the plane precisely towards the C bucket. Turning it off gave me the flexibility needed to position it correctly. Overall, snapping is great for a quick and precise setup, but turning it off gives me the flexibility I need for a more accurate placement depending on the object.
What did you learn about problem-solving when your first setup didn’t work as expected?
When my first setup didn't work, I reminded myself that problem-solving requires patience and experimentation. At first, I tried stretching out the inclined plane to give the ball more runway, but it still went into the A bucket. That showed me that making something longer doesn't always change the outcome. Then I adjusted the steepness of the plane, which gave the ball more momentum and finally went into the B bucket. When I was working on the C bucket, I needed to realign the plane because while rotating it was completely off. After correcting its position and adjusting the steepness again, the ball made it into the bucket on the first try. This experience taught me small changes and learning from previous attempts can make a big difference in solving problems.
02/11/26
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 applies because it affects how strongly the lever moves or tilts. When placing the weight farther from the pivot point makes it easier to tip the lever. This happens because the weight has more space to pull down on one side. If the same weight is placed closer to the fulcrum, it has less effect and may not move the lever as much. Even though the weight itself does not change, its position makes a big difference in the outcome. Overall, distance plays an important role in controlling movement and stability in this project.
How does scaling a weight affect the outcome compared to moving it closer or farther from the fulcrum?
Scaling a weight changes how heavy it is, which affects how the lever reacts. When I make the weight larger, it increases the mass and pushes down more strongly on the side I placed it. This causes the level to tip more quickly or launch the other weight farther. On the other hand, moving the weight closer or farther from the fulcrum changes how much influence it has without changing its size. Scaling adjusts the strength of the weight itself, while repositioning adjusts how effectively that weight's power is used. Overall, both methods can change the outcome, but they work in different ways.
In what ways can customizing materials be useful for both design and gameplay in a project?
Customizing materials in Unreal Engine is useful because it improves both how the project looks and how it plays. Visually, materials control colors, textures, shine, and surface details, which help create a realistic or stylized environment. They can also set the tone of a level, such as making it feel bright and welcoming or dark and mysterious. For gameplay, materials can give players important visual clues about the world. For example, a rough surface might suggest strong grip, while a glossy surface might look slippery. Different materials can also be used to highlight interactive objects or important goals. Overall, customizing materials support both creative design and clear communication with the player.
02/11/26
How does changing the shape or sharpness of the Wedge affect the result compared to just moving it?
Changing the shape and sharpness of the wedge affects the result much more than just moving it to a different position. Since the wedge already has a sharp edge, adjusting its sharpness changes how concentrated the force is when the watermelons collide with it. At the same time, changing the overall shape - like making the cheese wider or thinner - alters how the watermelons slide, bounce, or change direction. A steeper wedge can increase speed and intensity, while a gentler slope creates smoother movement. Only moving the wedge only changes where the interaction occurs, not how the force is applied. Overall, modifying the shape and sharpness changes the physics of the collision, while repositioning only slightly adjusts the outcome.
What did you learn about controlling chaos when working with multiple watermelons and buckets?
When I was working with multiple watermelons and buckets, I learned that I needed to carefully observe to be able to control the chaos. Instead of constantly moving the objects around without knowing whether the last position would give me the outcome I wanted, I realized it is better to wait and test each setup first. By letting the animation play out I could see what was actually happening rather than guessing. So, repeatedly playing the animations gave me helpful hints about where adjustments were needed. Overall, I learned that planning, testing, and observing are more effective than randomly changing everything at once.
In what ways can experimenting with physics in UE5 help you think differently about solving problems in real life?
Experimenting with physics in UE5 can change the way I approach real-life problem solving by encouraging experimentation and critical thinking. When working in the engine, I can quickly see how small adjustments in force, mass, or position can create very different outcomes. This teaches me to think about cause and effect more carefully. It also shows the importance of testing ideas instead of assuming they will work. just like in real life, solving a problem often requires trial and error and learning from mistakes. By observing how systems interact in UE5, it can help me develop a mindset that focuses on analysis, patience, and creative solutions.
In this extension challenge, the goal was to get ten watermelons through the funnel without them getting stuck, while also ensuring the buckets caught the sliced pieces. I started by arranging the watermelons at different heights and positions so they would not collide on the way down. Even with careful placement, it was difficult to keep them from falling out of the setup. To fix this, I enlarged the funnel and reorganized the watermelons so they could drop more smoothly. Although I still had a few attempts where the watermelons got stuck, I eventually managed to get them all through the funnel. However, some were not sliced properly, and most pieces missed the buckets. To improve this, I made the wedge bigger and raised it slightly to ensure better contact with each watermelon. Then, I adjusted the buckets by making them wider and longer while keeping them in the same general position. After replaying the animation, only one small piece escaped. I slightly moved one of the buckets farther from the wedge and tested it again; this time, all the watermelon pieces landed inside the buckets successfully. Overall, the extension challenge was straightforward in concept, but it required significant trial and error to fully achieve the goal.
02/12/26
Why do wheels reduce friction, and how does this change the movement of objects compared to sliding?
Wheels reduce friction because they replace sliding friction with rolling friction, which is much weaker. When the truck slides, the entire bottom surface rubs against the ground, creating a strong resistance that slows the truck down. This type of friction requires more force and energy to keep the truck moving. In contrast, wheels roll along the surface, so only a small point of the wheels touches the ground at a time. The motion of rolling prevents the surfaces from scraping against each other in the same way sliding does. Because of this, less energy is lost to heat and resistance. As a result, trucks with wheels move more smoothly, quickly, and efficiently than trucks that slide.
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 Lazy Susan's size or rotation rate greatly influenced where the ball ended up. Changing the size affected how far the ball traveled before being redirected, while altering the rotation rate changed the ball's speed and direction. If the platform spun too fast, the ball would not reach the bucket. Even small adjustments caused noticeable differences in the ball's final position. Since both factors worked together, they had to be carefully balanced to achieve the outcome I wanted. I experienced many trials where the ball landed in the wrong bucket or barely missed the target, showing how sensitive the system was. Overall, this project taught me that precision in design requires careful planning, repeated testing, and fine-tuning small details to achieve consistent and accurate results.
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 Rube Goldberg machine or game level more exciting and immersive. For the player, sounds provide feedback that confirms when an action is successful or when something gone wrong. This makes the experience clear and more satisfying. Sound effects also build up anticipation and show important moments in the Rube Goldberg or game level. For designers, sound can help emphasize the creativity and effort put into each step of the machine or level. It can guide the audience's attention and make the project feel more polished and complete. Overall, sound effects enhance both the enjoyment and the effectiveness of the design.
02/12/26
Why is it important to leave a gap between the pulley basket and other objects when setting up a chain reaction?
It is important to leave a gap between the pulley basket and other objects to ensure the chain reaction happens in the correct order. If another object is touching the basket at the start, it may accidentally trigger the pulley system too early. This can cause the basket to move before the ball rolls into it or cause the dominoes to fall. In Unreal Engine, physics simulations rely on proper spacing to prevent unintended collisions and overlaps. Overall, leaving space between objects ensures that each step of the mechanism activates only when it is supposed to.
How does changing the rotation or position of the pulley affect the outcome of the machine?
Changing the rotation or position of the pulley directly affects how forces are applied and how objects move within the system. Adjusting the pulley's rotation can alter the direction or smoothness of movement, allowing the boot and basket to act in the correct direction. Repositioning the pulley also affects where the impact is applied. Small adjustments to rotation and placement can significantly change how physics interactions behave. If the pulley is not aligned correctly, the ball or domino may miss the basket and fail to follow through. Overall, proper rotation and positioning help ensure accurate timing, realistic motion, and the desired final outcome of the machine.
02/13/26
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?
A screw is considered a simple machine because it is basically an inclined plane wrapped around a cylinder. It changes motion by converting rotational movement into linear forward motion. When the screw rotates, that circular force pushes the object forward. This is different from an inclined plane because it moves objects along a straight slope instead of using rotation. It also differs from levers and pulleys, which mainly multiply force or change its direction. Wedges split or cut objects, and the wheel & axle spins to help move things more easily. Overall, the screw is considered a simple machine because it makes work easier by changing the direction and type of motion while increasing force.
When extending a Spline ramp, what trade-offs do you notice between making the path smooth versus precise?
When extending a Spline ramp, there is a clear trade off between smoothness and precision. A smoother spline creates more natural movement, allowing the orange to roll down without sudden bumps or stops. However, focusing too much on smoothness can make it harder to control the exact position, height, or angle of the ramp. Adding more spline points increases precision, but it can also create sharp curves if the tangents are not adjusted carefully. Small changes to one point can affect the entire curve, making fine tuning more difficult. Balancing smooth motion with accurate placement is important to ensure the ramp both looks realistic and functions to make the orange hit the dominoes correctly.
How could combining Splines, Screws, and Dominoes allow for more creative chain reactions than using them separately?
Combining splines, screws, and dominoes in Unreal Engine allows for more detailed and complex chain reactions. A spline ramp can guide the orange smoothly toward the screw mechanism. The screw can then convert that rolling motion into pushing that orange. Then the orange knocks over dominoes, continuing the reaction all across the table. Lastly, the domino finally goes into the bucket. Using all three together creates multiple motion changes within one sequence. This results in a more dynamic and creative design than using each element on its own.
02/16/26
My partner for this project is Jakayla Fearrington, and together we are working as a team to design our machine. The theme of our machine is placing a sandwich on a plate using a creative chain reaction. I took on the role of Designer because my partner had to leave early one day, so I began brainstorming and sketching ideas for the project, which naturally made me the Designer. Even though I had that role, we both made sure to fully understand the entire design. We communicated constantly, reviewing and discussing the sketch multiple times before moving on to each next step of the chain reaction. Whenever we got stuck, I would share new ideas, and Jakayla would either build on them or offer a completely different perspective. We also looked around the kitchen to better understand where the simple machines and objects would be placed. Overall, we kept discussing and adjusting our ideas until we were both confident and satisfied with the final design.
02/16/26
The terms graphics and visuals refer to how a game looks and how its design choices support the overall experience. I chose the Just Dance series, specifically from 2019 to 2022, because I really enjoy playing these games with my siblings. In Just Dance 2019, for example, the song “Bang Bang Bang” uses an industrial background with machines and molten lava to make the performance feel powerful and intense. Similarly, “Old Town Road” in Just Dance 2020 uses a western ghost town theme with desert scenery and cowboy outfits to match the song's style. However, the song “Rain On Me” from Just Dance 2021 uses a retrofuture style with flashing rainbow arches and metallic armor, showing an upbeat pop vibe that is the opposite of “Old Town Road.” Then, in Just Dance 2022, “Levitating” uses a colorful space setting with an alien dancer and cosmic portals to create an exciting atmosphere. Throughout these games, the dancers’ movements are very clear and exaggerated so players can easily copy them. Altogether, these examples show that graphics and visuals are carefully designed to match the music, create excitement, and make the game easy and fun to follow.
02/22/26
How can simple mechanics lead to complex gameplay?
Simple mechanics can lead to complex gameplay because basic rules can combine to create many different outcomes. In Tetris, players only rotate and place falling blocks, yet the limited space and increasing speed force the players to think ahead and adapt quickly. Over time, players develop advanced strategies like setting up combos or leaving space for long pieces. In Rocket League, the mechanics are driving, jumping, and boosting, but players use these simple controls to do aerial shots and coordinated team plays. Even small adjustments in timing or angle can completely change the result of a play. In LEGO Fortnite, gathering materials and building structures are simple actions, but players can design detailed bases and survival systems. These examples show that when simple mechanics interact, they create depth and challenges without needing complicated rules.
Why is it useful to understand game mechanics when analyzing or reviewing a game?
Understanding game mechanics helps you explain why a game feels enjoyable or frustrating instead of just giving an opinion. When you know how the mechanics work, you can point out what specifically makes the game engaging. For example, the speed increase in Tetris creates pressure and excitement, while Rocket League’s physics system rewards skill and practice. This knowledge also helps you evaluate whether a game is balanced and fair. If a mechanic feels broken or confusing, you can clearly explain the problem. It also allows you to see how different systems support the overall goal of the game. This is why understanding mechanics helps you describe what works in a game and why it creates a certain experience for players.
02/23/26
Why is mood and atmosphere important in games?
Mood and atmosphere are important in games because they shape how players feel while playing and influence their emotional connection to the experience. A strong atmosphere can make a game more immersive, helping players feel like they are truly inside its world. In Street Fighter II, the energetic music, colorful stages, and animated backgrounds create an intense and competitive mood. For example, the fast paced soundtrack and cheering crowds in the stages build excitement and tension before and during each fight. The atmosphere also reflects each character’s cultural background, such as Chun-Li’s stage in China or Guile’s air force base, which adds personality and depth. Without mood and atmosphere, the game would feel flat and less memorable, even if the fighting system stayed the same.
How is it different from game mechanics?
Mood and atmosphere are different from game mechanics because mechanics focus on how the game functions, while mood focuses on how the game feels. Game mechanics in Street Fighter II include things like health bars, special moves, combos, blocking, and timing. These systems determine the rules and structure of gameplay. In contrast, the dramatic music, stage design, character animations, and sound effects create the emotional tone of each battle. For example, Ryu’s serious expression and the intense battle music build a focused and competitive atmosphere, but they do not change how his punches or fireballs technically work. Mechanics make the game playable, while mood and atmosphere make it engaging and emotionally impactful.
02/25/26
Player Behavior & Cheating
Player Behavior & Cheating is about how players act in a game and if they choose to follow the rules. Cheating happens when someone uses a bug, glitch, or outside program to gain an unfair advantage. In the lesson, they discussed a bug that lets you shoot without reloading, which removes an important challenge from the game. This is unfair because other players still have to reload normally, and it can make matches one sided and frustrating. When one player ignores the rules, it ruins the balance and makes the game less fun for everyone. Fair player behavior means playing honestly, not exploiting mistakes, and reporting bugs when they find them. Fairness helps make sure everyone has an equal chance and keeps the game fun.
Game Example (Street Fighter)
In Street Fighter, player behavior is very important because the game is based on skill, timing, and strategy. If a player used a hacked controller to press buttons faster than a human normally could, that would be cheating. It would give them an unfair advantage over their opponent and could ruin the competitive experience. Fair players practice combos, learn strategies, and respect the rules of the game. Cheating not only affects the match outcome but can also make other players feel mad and quit. When players behave fairly, matches stay competitive and enjoyable on both sides. Overall, respecting player behavior ensures that winning is based on skill, not unfair tricks or exploits.
02/26/26
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 explore the first level by holding down the right mouse button and using the W, A, S, and D keys to move around the environment. The E and Q keys allow you to move up and down while flying through the level in editor mode. When you press Play, you control the character in third-person view, with the camera positioned slightly behind the player. You can use Shift to walk, Ctrl to crouch, Space to jump (or double tap to fly), and E to interact with objects. Exploring the level this way allows you to see the many available assets, such as floating islands, roofs, walls, portals, buttons, levers, cubes, balls, and pickups. You can also observe character animations like jumping, falling, crouching, and interacting. Also you can see collision boundaries and how emissive materials light up certain areas.
What is the difference between a Static Mesh and a Blueprint in the Content Drawer?
A Static Mesh is a 3D object that has no logic or behavior attached to it. It can be placed in the world and interacted with physically, such as walking on it, but it does not perform any actions on its own. For example, floating island platforms or a decorative key found in the Static Mesh folder are just visual objects. A Blueprint, on the other hand, is a class that contains both a visual object and programmed logic that controls behavior. Blueprint objects can respond to player input and trigger events in the game. For instance, the key Blueprint can be picked up and used to unlock a door, while a coin Blueprint disappears when collected. In short, Static Meshes are visual only assets, while Blueprints add functionality to those assets.
Describe at least three interactive elements demonstrated in the level when you playtested Level 1. How do these elements contribute to gameplay?
When playtesting Level 1 (viewing the video), one interactive element demonstrated is the lever, it can activate by pressing E when standing close to it. Pulling the lever can trigger an event, such as opening a gate or activating a mechanism. Another interactive element is the floor buttons, which can be stepped on to enable or disable other objects in the level. These buttons introduce puzzle mechanics, requiring the player to think about positioning and timing. A third interactive element is the pickup items, such as coins or keys, which disappear when the player touches them. Also physics based cubes and balls can be pushed around, allowing for environmental interaction. These elements contribute to gameplay by adding challenges, puzzles, and progression systems that make the level more engaging and interactive.
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 correct map, I will need to first open the Content Drawer in Unreal Engine. Inside the project, there are several main folders, including Block Game, Hour of Code, Learning Kit Games, and Learning Kit Robots. For this unit, I will mainly work inside the Hour of Code folder. Within that folder, I can locate the appropriate level file that I will use to build the game. Opening the correct map ensures that I am editing the correct level rather than the default showcase level. It also makes sure that all assets and Blueprints function properly within the intended game environment.
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 first opening the project and pressing Play, there are shader related errors because the project was originally built for Unreal Engine 5.1 while the current version being used is 5.5. The error messages indicate that Shader Model 6 must be enabled in the project settings. After enabling SM6 and restarting the engine, the errors are resolved. In terms of gameplay, some interactive elements, such as the key Blueprint, are not fully functional yet. For example, the key may exist visually but does not properly unlock a door without additional logic. In the next lesson, students will probably need to edit or add Blueprint code to make certain objects function correctly. This will allow gameplay mechanics, such as unlocking doors or triggering events, to work as correctly.
02/27/26
Why do we need collision objects?
We need collision objects so the game knows how and when objects should physically interact with each other. Without collision detection, the player would fall through floors, pass through walls, and ignore platforms entirely. Collision objects act as invisible boundaries that tell the engine where solid surfaces exist. They simplify how the computer calculates physical interactions, especially since games update many times per second. Because collision detection is computationally expensive, developers use simplified shapes like capsules and boxes instead of detailed models. These simplified shapes make it faster and more efficient for the engine to see the contact between objects.
Why can't the computer just use the static meshes to handle collisions?
Static meshes are usually very detailed and contain many complex angles. If the computer had to calculate collisions using every detail of a mesh, it would require a lot more processing power. Since games run at around 60 frames per second, the engine must perform collision checks extremely quickly. Using complex mesh geometry for every collision would slow the game down and can cause it to lag, while simplified collision shapes are much cheaper to calculate. For example, a capsule collision around a character is far easier than detecting contact with every small part of the character’s model. Overall, static meshes are too complicated to use.
What was the hardest part to understand about collision detection?
The hardest part to understand about collision detection is realizing that the visible model is not what actually controls physical interaction. It can be confusing to learn that an invisible shape determines where the player stands and moves. At first, it seems logical that the detailed mesh should handle collisions automatically. While understanding why simplified shapes are necessary for performance takes a bit to sink in. It can also be tricky to grasp how different collision types, like simple and complex collisions, affect gameplay and performance. Visualizing invisible collision boundaries inside the engine can feel odd at first. However, once I realized collision objects are just for efficiency, the system made much more sense.
03/03/26
What surprised you most when comparing two professional reviews of the same game?
What surprised me most when comparing the two professional reviews was how similar their overall conclusions were, even though they emphasized different strengths and weaknesses. Both GameSpot and IGN agreed that Crash Team Rumble is fun and deeper than it first appears, despite first sounding like a risky concept. For example, GameSpot focused more on teamwork, communication, and the game’s “high skill ceiling,” while IGN paid closer attention to map design and character balance. Also IGN seemed more focused negatively on the unlock system and certain overpowered characters, whereas GameSpot was more concerned about pricing and the size of the player base. It was interesting to see how the same game could be praised for depth in one review while being criticized for imbalance in another. This shows that professional reviews can align in overall opinion but still differ in priorities and perspective.
How can reviewing two different opinions help you become a better game reviewer or designer yourself?
Reviewing two different opinions can help me become a better game reviewer or designer because it teaches me to look at a game from multiple angles. One reviewer may focus on mechanics and balance, while another may analyze community impact or long term replay value. Seeing these differences reminds me that games are complex and can be experienced differently depending on the player’s expectations. As a reviewer, comparing perspectives encourages me to support my claims with clear examples and think critically about both strengths and flaws. As a designer, it shows how small systems - like unlock requirements or matchmaking options - can really affect player enjoyment. By Analyzing multiple viewpoints, it helps me develop a more balanced and thoughtful approach to evaluating or creating games.
03/04/26
What do you think is important to create player immersion when designing a part of a level using static islands?
Creating player immersion with static islands is largely about thoughtful layout and environmental storytelling. The spacing between islands should feel intentional, offering just enough challenge to keep the player engaged without causing frustration. Varying height, scale, and distance helps avoid repetition and makes the game feel more interesting. Small visual details - like flipped islands used as rocks - add realism and make the world feel handcrafted rather than duplicated. Also checkpoints help support immersion by respecting the player’s time and progress. Lastly, the path forward should feel readable but not obvious, encouraging exploration while subtly guiding the player through level design.
What was most challenging with creating the animations for the moving islands?
The most challenging part of creating the moving island animations was timing and synchronization. Each platform needed to align correctly with the others so the player could realistically jump between them. Managing multiple keyframes across different islands needed careful calculation of frame counts and pauses. Ensuring that the pauses were long enough for the player to react, but not so long that gameplay felt slow, was also tricky. Overall, I just did some testing and fine tuning to the animation to make it flow nicely.
If you had more time to work on the animations, what would you do to improve and make them more interesting?
With more time, I would experiment with more complex motion patterns instead of simple back and forth movement. For example, platforms could move along curved paths, change height mid cycle, or rotate/scale to increase difficulty. Adjusting speed - like gradually accelerating or slowing down - could create more tension and variety. I would also refine easing curves in the sequencer to make the movement feel more natural and less mechanical. I would also like to try adding subtle secondary animations, like slight tilting when the player lands, would increase realism and challenge for the player. Finally, putting visual or audio cues to signal movement timing could improve both gameplay and immersion.
03/04/26
The gem in front is the jump boost power up.
Can you think of any other powerups that you would like to add to your game?
Yes, there are several additional powerups that I would like to add to the game to make it more exciting. One idea is a speed boost that allows the player to sprint across the islands, turning certain sections into speed run challenges, especially if the islands are tilted or scaled differently. Another useful powerup would be extra lives, which would help reduce frustration if the player falls and the nearest checkpoint is far away. Teleportation could also be interesting, giving the player the ability to instantly jump to the next island platform and bypass a difficult section. A coin magnet powerup would make collecting coins easier by automatically attracting nearby coins to the player. Overall, I think these power ups would be a nice addition to the game.
03/05/26
Why do you think players can find it satisfying to collect things like coins?
Players find it satisfying to collect coins because it gives them a clear sense of progress in the game. Each coin acts as a small achievement that makes progress feel visible and measurable. The sound effects, animations, and increasing coin counters can give a sense of accomplishment in the player. This also encourages players to explore more of the level instead of rushing to the end. Many games also tie coins to rewards like extra lives, upgrades, or unlocking new areas. This makes every coin feel useful and valuable. The act of collecting coins keeps players motivated and engaged throughout the level.
How could we improve the level to make it even more satisfying to collect coins?
We could improve the level by placing coins in interesting patterns that guide players through jumps or hidden paths. Adding special or rare coins that give bigger rewards would make collecting them feel more exciting. The game could also include different types of sound effects or visual effects when coins are collected. Furthermore, increasing the number of hidden, secret areas would explore and reward curious players. Another improvement could be adding combo bonuses when players collect several coins quickly in a row. Coins could also be placed near challenging obstacles so players feel rewarded for taking risks. These changes would make collecting coins feel more fun and meaningful.
03/06/26
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 practice to keep the timer update logic inside the HUD because it separates responsibilities between different parts of the program. The Game Mode should mainly handle core game systems, such as tracking time, player inventory, and overall game rules. The HUD’s job is specifically to display information to the player, like timers, coins, and other indicators. By letting the HUD handle how the timer text is displayed, the Game Mode only needs to provide the timer value and call the update function. This makes the code more organized and easier to maintain or modify later. For example, if you want to change how the timer looks (for example color, format, or style), you only need to edit the HUD rather than the Game Mode. By keeping logic separated like this also reduces bugs and makes the project easier to understand.
What challenges did you face when creating a new event from scratch in the HUD, and how did you solve them?
One challenge I faced when creating a new event in the HUD was figuring out how to access the timer value stored in the Game Mode. At first, it was confusing to understand how the HUD blueprint communicates with the Game Mode blueprint. I solved this by first using Get Game Mode and then casting it to BP_HourOfCode_Game so the HUD could access the timer variable. Another issue I ran into was that the timer text element was not available in the graph because it was not set as a variable. I fixed this by enabling the Is Variable option for the timer text block in the Designer tab. After doing that, I was able to drag the timer element into the graph and use Set Text to update it. Finally, I connected the custom event to the Game Mode so the Update Timer function would run every second. Once everything was connected correctly, the timer displayed and updated properly.
03/06/26
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 because it acts as a central place to manage important game data. The Game Mode exists for the entire level and keeps track of values that affect the whole game. If the key information were stored in a door blueprint, it would only apply to that specific door and wouldn’t work for the other doors. Storing it in the Game Mode ensures that every door can check the same variable to see if the player has the key. It also allows the value to stay consistent even if the player respawns or moves around the level. This makes the system more organized and easier to manage. Using the Game Mode helps keep the game logic centralized and more reliable.
What was the hardest part to understand when building the key and connecting it to the door?
The hardest part for me to understand was how the key blueprint communicates with the door through the Game Mode. At first, it was confusing to see how picking up the key could affect the door somewhere else in the level. I had to learn that the key updates a variable in the Game Mode instead of directly interacting with the door. To make this work, I needed to use Get Game Mode and then Cast to BP_HourOfCode_Game so I could access the HaveKey variable. Once the player overlaps with the key, the blueprint sets the HaveKey variable to true. After that, the door checks this variable when the player presses E. Understanding this connection helped me see how different blueprints can communicate through a shared system like Game Mode.
03/09/26
How does your hero’s story (their lore) connect to the new world you will build in Unit 5?
My hero’s lore connects closely to the world I will build because the environment reflects the struggles and goals of Isa’s journey. Isa lost her identity, home, and human form after a villain cursed her peaceful valley. Because of this, the world in my level can represent a place where the effects of that curse are still visible. The castle in the level can serve as the villain’s lair, where the source of the curse may be hidden. As Isa travels through forest, river, and village in the level, the environment can show the damage left behind by the villain. This helps the player understand why Isa is determined to continue her journey despite her fear and uncertainty. By exploring this world, Isa moves one step closer to justice and maybe discovering the truth behind her mysterious revival power.
Do you need to change your hero in any way based on what you now know about the valley? Or should you keep your hero as they are and instead adapt the design of the world to fit them?
I think it makes more sense to keep my hero the way she is and adapt the world around her. Isa’s identity as a small plush pony and survivor of the curse is an important part of her story. Her appearance and abilities, such as resilience and revival, are a main part to the narrative and shouldn’t be changed just to fit the environment. Instead, the world can be designed to reflect her past and the tragedy of the valley. For example, abandoned homes, damaged forests, or strange magical effects could show how the curse spread. This would make the environment feel connected to Isa’s story and give players more context about what happened. Designing the world around Isa helps strengthen the storytelling and makes the level feel more meaningful.
Thinking about your Unit 3 activities on game mechanics, mood, and fairness, which of those ideas will influence your world design the most in Unit 5? Why?
The idea that will influence my world design the most is mood. Isa’s story is emotional and focuses on loss, survival, and hope, so the environment should help express those feelings. The design of the landscape, lighting, and structures can make the world feel mysterious or damaged by the villain’s curse. For example, darker areas near the castle could create tension, while subtle warm lights in the small village could represent safety and hope. Mood also helps players understand the story without needing a lot of dialogue. While fairness and mechanics are still important, the atmosphere will have the biggest impact on how players experience the level.
3 keywords that describe the mood of your Level 2 world -
Haunting - reflects the curse and the ruined remains of Isa's valley
Worn - matches Isa's stitched plush body and the damaged world around her
Determined - Isa's inner strength and her mission to find justice for her village
03/09/26
How did experimenting with lighting help you understand the importance of atmosphere in a game world?
Experimenting with the lighting helped me understand how much it affects the mood and feeling of a game world. When the direction of the sun or the color of the light changes, the entire scene can look very different. For example, warm lighting can make the world feel calm or welcoming, while darker lighting can make it feel tense or mysterious. Changing the shadows also makes objects and environments look more realistic. Also how lighting can guide the player’s attention to certain parts of the level. Even small adjustments to brightness or color can completely change how the environment feels. This showed me that lighting is very important for creating atmosphere and making the world more immersive.
Why is real-time global illumination (Lumen) such a game-changer compared to baked lighting?
Lumen is a big improvement because it calculates lighting in real time instead of requiring it to be pre-baked. In older systems, developers had to bake lighting ahead of time and store it in textures. If something in the level changed, like moving an object or light, the lighting would not update unless the scene was baked again. This process could take a long time, sometimes minutes or even hours. With Lumen, the lighting updates instantly when something changes in the environment. This makes it easier for developers to build and edit levels quickly. It also makes the game world feel more realistic because light can bounce and react naturally.
What kind of problems could happen if your level didn’t have the correct Game Mode?
If the level does not have the correct Game Mode, the game may not function properly when you press play. For example, the player character might not spawn in the level. Instead of controlling the character, the player might only be able to move the camera around. The level might also not track important things like the coin/gem count. Other systems such as timers, UI elements, or respawning might also stop working. This could make the level impossible to complete or test properly. Setting the correct Game Mode makes sure the game rules, character, and systems work correctly across the level.
03/11/26
Which sculpting tool did you find the most useful for shaping your world today, and why?
The sculpt tool was the most useful because it quickly created the main shapes of the landscape such as hills, mountains, and valleys. By clicking and dragging, I could easily raise or lower the terrain to form the basic layout of the world. Adjusting the brush size and strength helps control how large or steep the terrain changes are. This makes it easier to design both large mountains and small details. After shaping the terrain, other tools like smooth and flatten can refine the results. Because of this, the sculpt tool is essential for building the foundation of the landscape.
What challenges did you face when trying to make your landscape look realistic?
One challenge was controlling the size and height of the mountains so they did not look too large compared to the character. It was also difficult to avoid sharp edges or unnatural shapes when sculpting quickly. Sometimes the terrain looked too smooth or too steep, which made it unrealistic. Another challenge was creating natural looking slopes that players could walk on. The ramps and smooth tools helped, but it still needed refining to make them look natural. Small details like bumps and uneven ground were also hard to balance. In the end, making the terrain look realistic needed some experimenting with different brush settings and tools.
How could you use reference images to improve the realism of your world?
Reference images can help by showing how real landscapes look. By looking at these images, I can understand natural shapes and terrain patterns better. For example, mountains mostly have rough surfaces and uneven slopes rather than perfectly smooth shapes. Reference images could also help with scale, showing how big different landforms should look compared to each other. They can give ideas for features like ridges and cliffs. Overall, using references makes it easier to design a world that feels believable and realistic.
03/12/26
What did you learn about how data is passed between blueprints and widgets?
I learned that widgets don’t automatically know the state of the game, such as how many coins or gems the player has collected. Instead, they get this information from the game mode, which keeps track of all important game variables. When the player reaches the end goal, the end goal blueprint creates the widget and tells it to fetch data from the game mode. The values, such as integers for coins or gems, are converted into text so they can be displayed on the UI. This process allows the widget to show up to date information without directly changing the game logic. It also shows that data is passed intentionally between blueprints and widgets rather than automatically.
Why is it helpful to organize blueprint code using nodes like “Sequence” and reroute pins?
Organizing blueprint code with nodes like “Sequence” and reroute pins makes the logic much easier to read and follow. Instead of long lines crossing over each other, sequences let you run multiple actions in order while keeping the flow clean. Reroute pins keep the wires straight so the blueprint looks more organized. This helps prevent mistakes and makes it easier to understand what the blueprint is doing. However, organizing the blueprint doesn’t change the game, but it does improve efficiency and is simpler to manage. Overall, it keeps the code clean and easier to follow.
03/13/26
Which parts of the reference image were easiest to recreate in your landscape?
The easiest parts to recreate were the large outer mountains surrounding the level. These ridges form a natural boundary, and using the sculpting tool with a large brush size made it straightforward to create steep slopes all around. The flatten tool quickly helped to create a level starting platform for the player. However, I also found it simple to dig out the water area since I could use the shift key to lower the terrain and then flatten it to the right depth. The overall layout of hills and valleys was easy enough because the reference was clear. So, forming the basic shapes and boundaries went fast and easy with the sculpting, flatten, and smooth tools.
Which areas were the most challenging, and how did you approach them?
The most challenging part was making sure the hills and ramps were the right shape and steepness for gameplay. For example, creating a hill that is flat enough on top for objects to roll down but still steep enough on the edges to block the player was tricky. I used the ramp tool and adjusted its width and falloff multiple times to get the right slope. Another challenge was smoothing out sharp edges without losing the overall shape. I had to balance the strength and size of the smoothing brush to keep the landscape natural but playable. Also, narrowing the path and tightening corners took several tries to make sure the player couldn’t escape the level, but still had room to move. By testing a lot in play mode to see how it felt, I eventually managed to create a good playing field. Also making small adjustments and smoothing gradually helped refine the terrain.
If you could improve one part of your terrain, what would you change and why?
If I could improve one part of the terrain, it would be the water area and the edges around it. Right now, some of the edges are still a bit sharp and obvious, which breaks the natural feel of the landscape. I need to spend more time smoothing these edges and maybe add some variation to the shoreline to make it look more realistic and less flat. Improving these details would help both the visual appeal and the gameplay experience by making the environment feel more polished and immersive. It would also help with the flow of the level, guiding the player more naturally toward the challenges ahead. Overall, focusing on the subtle details around the water would make the terrain feel more complete.
03/13/26
How did painting with layers change the look of your world?
Painting with layers added texture and color to what was a plain and basic world. The different materials make the landscape look more detailed; instead of everything looking the same, the ground now has different designs between grass, gravel, and other surfaces. This depth gives players a sense of excitement as they explore different parts of the world. The grassy fields feel calm and peaceful, while the rocky mountains create a sense of danger or challenge. These layers also can help guide the player visually through the world. In short, painting with layers makes the environment feel more interesting—what was once a barren landscape has been transformed into a vivid meal for the eyes.
What choices did you make when adding grass and gravel, and why?
When adding grass and gravel, I tried to place them in areas where they would make the most sense in a natural environment. I painted grass on the flatter parts of the land because grass usually grows in places that are more level and fertile. On the mountains and steeper areas, I used gravel since rocky terrain is more common in those locations. I also blended the materials slightly so the transition between grass and gravel would look more realistic. This helped prevent the landscape from looking too sharp or unnatural. I wanted the environment to feel believable and visually interesting for the player exploring the world.
How did adding water affect the atmosphere of your landscape?
Adding water changed the atmosphere of my landscape by making it feel calmer and more alive. The lake created a natural focal point that draws the player’s attention when exploring the world. It also helped break up the land so the environment did not feel empty or repetitive. The reflections and movement of the water added a sense of realism and depth to the scene. Overall, the water made the landscape feel more complete and broad.
03/17/26
How did you use natural barriers and paths to guide the player through your world?
I used the terrain and environmental design to direct the player without forcing them. For example, I painted a clear paving stone path that winds through the landscape, visually guiding players toward objectives and checkpoints. The path curves a little instead of going straight making the movement feel more natural. Grass and open areas contrast with the path, helping it stand out as the “correct” route. Objects like signposts, small stands, and props reinforce direction by drawing attention to key areas. Altogether, these elements work to guide the player automatically rather than relying on specific instructions.
What choices did you make to make your checkpoints unique?
I made each checkpoint feel distinct by changing the surrounding props and layout instead of reusing the exact same setup. For example, one checkpoint includes a small resting area with a table, chairs, and food items, while another could have different objects like campfires or more food items. I also adjusted positioning, rotation, and scale of objects to give each checkpoint a different visual feel. Adding environmental storytelling - like a messy table or fallen chair - helps each location feel lived in and unique. Even though I duplicated a base checkpoint for efficiency, I customized each one afterward to avoid too much repetition. I also varied terrain textures, such as gravel patches, to differentiate checkpoint zones from regular paths. These small changes help each checkpoint feel like a new place and not a copy.
How do checkpoints change the way players experience your level?
Checkpoints reduce frustration by preventing players from losing too much progress after failing a challenge. Instead of restarting from the very beginning, players can continue from the most recent checkpoint, which keeps gameplay flowing. This encourages players to take risks and engage with more confidence. These breaks can also allow players to observe their surroundings, and prepare for what comes next. Overall, checkpoints improve both pacing and player motivation throughout the level.
03/17/26
Which foliage settings made the biggest difference in realism for your world?
The settings that had the biggest impact on realism were density, radius, and align to normal. Adjusting density helped prevent the environment from looking overcrowded or too sparse, allowing for a more natural distribution of trees and plants. Radius was especially important because it controlled the minimum distance between objects, which made the placement feel more organic and less clustered. Turning off “align to normal” made trees grow straight upward instead of tilting awkwardly on slopes, which immediately improved the visuals. The Z offset also played a key role by ensuring that tree trunks were properly placed into the ground instead of floating. Ground slope angle helped restrict where foliage could grow, making steep areas look more realistic. Together, these settings created a more realistic environment.
How did adding vegetation change the atmosphere of your level?
Adding vegetation made the level feel more alive compared to a barren, simple environment. Trees and plants introduced variation in color, shape, and height, which helped break up flat or repetitive terrain. Grass especially added a sense of movement and softness, making the world feel less rigid. The presence of foliage also gave the environment a clearer identity, whether it felt like a forest, meadow, or overgrown area. It helped the player’s sense of scale, making spaces feel larger or more enclosed depending on how dense the vegetation was. Also the shadows and layering from the foliage contributed to the depth of the level. Overall, vegetation transformed the level from a basic layout into a believable world.
How can you use forests and fields not just as decoration, but to shape gameplay and exploration?
Forests and fields can be used to guide player movement and influence how they explore the level. Dense forests can act as a barrier or slow players down, encouraging them to find different routes or move more carefully. Open fields can create spaces for faster movement or more visible encounters, making them ideal for transitions or challenges. Trees and plants can also create tension by limiting visibility or providing cover, depending on the type of gameplay style I want to make. In this way, the forests and fields becomes a functional part of level design and not just visual decoration.
03/19/26
What choices did you make to design your castle’s exterior?
I designed the castle exterior with a strong, symmetrical layout to make it feel balanced and pleasing to the eyes. The front wall is centered around a locked door, with evenly spaced walls and windows to guide the player’s focus. I added four towers - one at each corner - to give the structure a classic fortified castle look and to create height. I chose mostly flat walls on the sides and back to make the castle feel more enclosed and simple. Also snapping (set to 100) was essential so all pieces aligned cleanly without gaps or overlaps. I made sure all wall pieces faced the same direction so the edges matched properly. Finally, I added roof pieces, but I left slight gaps to allow light to enter to make the building feel less closed off and dark.
How did you organize your assets to keep the build manageable?
I organized everything using folders in the outliner to avoid confusion as the build grew larger. First, I created a main “Castle” folder to hold all related assets in one place. Inside that, I separated key sections like front wall, left wall, right wall, back wall, and each tower into their own folders. This made it much easier to select, duplicate, or move entire sections without missing pieces. I also created separate folders for the roof, floor, and interior elements to keep things structured. I regularly cleaned up misplaced assets by moving them into the correct folders. Overall, this organization saved time and made the project much easier to edit and expand.
What atmosphere do you want players to feel when they reach the castle interior?
I want players to feel a sense of anticipation and curiosity when they enter the castle interior. The darker walls and enclosed design create a slightly mysterious and focused environment. As they step inside, the visible end goal placed above them should give a clear sense of purpose and motivation. Next, the staircase design helps make the journey feel like a reward path rather than a challenge. Then, small lighting gaps and future light sources help create a cozy, but dramatic mood. Lastly, adding railings and structure details makes the space feel believable and safe. In the end, the atmosphere is meant to feel rewarding, calm, and purposeful as players reach the final goal.
03/20/26
How did adding lighting change the feeling of your castle?
Adding lighting completely transformed the overall atmosphere of the castle. The roof made the interior dark, which created a sense of enclosure compared to the open, sunlit look. However, introducing point lights, spotlights, and rectangular lights added contrast, making certain areas feel warm while others remained shadowy. The fire braziers especially gave the castle a lively, medieval mood with the flickering light. While the darker areas make exploration feel more intentional and tense. Overall, the lighting shifted the castle from a simple environment into a more emotional and engaging experience.
What choices did you make to balance mood and visibility?
To balance mood and visibility, I reduced the auto exposure so the scene stayed darker and more realistic when moving indoors. I placed rectangular lights near windows to simulate soft natural light without overpowering the darkness. The fire braziers added warm light, but I kept their intensity low so they didn’t wash out the environment. I also adjusted attenuation radius so lights only affected nearby areas, preserving shadows elsewhere. Color temperature was important too - I used warmer tones for fire to contrast with the cooler ambient light. These choices I made helped maintain a moody atmosphere while still letting the player see and navigate clearly.
How can light be used as both decoration and a gameplay tool?
Light can act as decoration by enhancing the visual style, such as using warm firelight to create a medieval aesthetic. At the same time, it guides the player by subtly indicating paths or points. For example, placing brighter lights near stairs or objectives naturally draws attention without needing detailed instructions. Contrast between light and darkness can also create tension or signal safe versus dangerous areas. Additionally, spotlighting key objects (end goal) ensures that they stand out even in a dark environment. This dual role makes lighting one of the most powerful tools for both visual storytelling and gameplay design.
How did flickering light change the feeling of your castle compared to static light?
Flickering light makes the castle feel alive and not artificial or frozen in time. With static lighting, everything looks staged, like a screenshot instead of a living environment. When the light subtly shifts in brightness, it mimics real fire behavior, which adds realism. The changing intensity also creates gentle movement across walls and surfaces, making the space feel more dynamic. This kind of lighting introduces mood - shadows deepen and soften in a way that can feel eerie or cozy. It also naturally draws the player’s attention because the eye is attracted to motion and contrast. By having flickering light, it changed the stiff environment into something believable.
Why do you think it’s important to add variation between different light sources?
If all light sources behave identically, the scene quickly feels repetitive and unnatural. In real life, no two flames flicker in perfect sync, so variation helps sell it as the real deal. Adding differences in speed, intensity, and timing makes each light feel like an independent source. It also enhances visual interest to the player. Variation can even help guide gameplay by making certain areas feel more active or important. In short, diversity in lighting behavior adds more depth and realism into the scene.
If you wanted to push the atmosphere further, where else could you use dynamic shadows?
Dynamic shadows could be used in hallways to create a sense of tension as shapes shift along the walls. Large rooms like throne halls or courtyards would benefit from moving shadows cast by torches or chandeliers. I could also apply them to other elements like hanging chains, banners, or broken beams to add layered motion. Outdoor areas with fire pits or lanterns would feel more immersive if shadows moved across the ground and nearby structures. Overall, using dynamic shadows in these areas would deepen the atmosphere and make the castle feel more unpredictable.
03/27/26
What details did you add to make your village feel lived-in?
To make my village feel lived-in, I added a variety of small environmental details that suggest everyday life. I placed multiple houses with different sizes and orientations to avoid a repetitive look and make the scene feel more natural. I connected the buildings using curved paving paths, which helps guide movement and makes the space feel functional. I also included props like market stalls, barrels, a well, and lots of other props to show activities like trading, storage, and gathering. I created a pond with small land patches to use as the main focal point of the village. I added grass, flowers, and trees throughout the environment to soften the edges and give it a lively atmosphere. Altogether, these elements create the impression that people could realistically live and interact in this space.
How did coins and gems affect the way players might explore your level?
Coins and gems play a big role in encouraging players to explore beyond the main paths. I haven’t added coins to the main village (only behind the castle), but I would place them along the walkways to subtly guide players through important routes. I did hid gems near a hidden graveyard and inside the guillotine platform. This makes players examine their surroundings instead of just collecting coins, especially since one of those hidden areas contains a key. This design makes the level feel more interactive and engaging rather than just a linear path. Overall, coins and gems make the level more interesting and rewarding to play.
04/09/26
How does your change connect to one of today’s essential questions?
The changes I made in my village show my creativity through the use of different props to build an engaging story, while keeping the environment visually interesting for players. I used items, such as barrels, to create statues and small displays that help tell the story of the village. The displays focus on a theme of cannibalism, which is revealed through different clues placed around the village. For example, I added wanted posters and designed a crime where an outlaw robbed people of gold while riding a horse and threatening them with a knife. The story continues through other displays, including a butcher house, gravediggers, and a human hotpot. By combining these props, I created a compelling narrative while also encouraging players to explore the village. Overall, the storyline and environment work together to make my world unique and engaging.
How can you balance decoration with gameplay flow, so the player doesn’t get lost?
To balance decoration with gameplay flow, it is important to design the environment so that decorations guide the player rather than confuse them. One way to do this is by placing important decorations or landmarks (skull lake) along the main paths so players naturally follow the correct route. By adding coins it helps lead players through the area without making them feel lost. It can also provide more leeway towards the main goal, which is finding the key. By combining storytelling decorations with clear navigation, players can enjoy the environment while still moving smoothly through the village.
04/10/26
Currently, my world design is capable of supporting the types of challenges shown in the video, but it will need improvements to fully support them. I may need to adjust the landscape, layout, and overall structure to better adjust obstacles - for example, widening or narrowing pathways to suit challenges like rolling boulders or timed gates. Additionally, repositioning checkpoints could improve the pacing and flow of the player’s experience. For the design process, I can expand on environmental storytelling by creating or adding more props and structures, such as statues like the horse I made in the village. I could add more dangerous objects, like scattered knives or pitchforks, to create more tension and a threatening atmosphere. The main storyline centered around cannibalism can also tie directly into these challenges, as the player progresses, the more they uncover the disturbing reality of the world and its inhabitants. Overall, the challenges complement the lively yet dark tone of the environment by blending danger with exploration, and the world would benefit from more environmental detail and interactive elements.
04/13/26
How did adding ragdoll physics change the feeling of failure in your game?
Adding ragdoll physics changes how failure feels because it turns a simple “you lost” moment into something more physical and visual. Instead of the character just stopping or playing a basic animation, the body reacts dynamically to the force of the hit, which makes the impact feel more believable. When the player is struck by the sweeper arm and their character collapses and tumbles, it reinforces the sense that the world has real weight and consequences. It also adds some humor, since every ragdoll fall can look slightly different. This makes failure feel less frustrating and more entertaining, which can encourage players to keep trying. Overall, ragdoll physics makes failure feel more like a natural outcome of gameplay rather than a scripted event.
What adjustments would you make to the Sweeper Arm to balance difficulty?
To balance the difficulty of the Sweeper Arm, I would start by fine tuning the rotation speed so players have a fair reaction time. Slower speeds can help new players learn the timing, while faster speed can be added later in the game as an increasing challenge. Adjusting the size and position of the collision box is also important, ensuring hits feel accurate and not unfair. Spacing multiple arms thoughtfully would prevent overwhelming the player too early. Finally, exposing the rotation rate as a variable (as done in the blueprint) allows for easy iteration and variation across the level.
How does this first obstacle set the tone for the rest of the challenges?
This first obstacle sets the tone by teaching the player that timing and awareness are important to progress. It introduces the idea that the environment itself is a threat, not just something to waltz through. The Sweeper Arm can knock the player into the water and shows clear consequences for mistakes right away. It tells that players will need to observe patterns and adapt rather than rush in blindly. The use of ragdoll on failure reinforces that mistakes will be visually impactful and sometimes chaotic. Altogether, it prepares the player for increasingly harder obstacles while setting expectations for the game’s pace and difficulty.
04/13/26
How did adding pendulums change the feel of the Sweeper Arm challenge?
Adding pendulums changes the feel of the Sweeper Arm challenge by making the obstacle more dynamic and less predictable. While the sweeper arm rotates at a constant speed, the pendulum swings back and forth, which forces the player to time their movements more carefully. The acceleration in the middle and slowdown at the ends creates a more natural and readable motion, but also adds tension as players try to anticipate it. It also introduces variety, so the gameplay doesn’t feel repetitive when only sweeper arms are there. Overall, pendulums adds more tensions to the Sweeper Arm challenge.
What adjustments did you make to balance challenge and frustration?
To make the obstacle more challenging, I added sweeper arms around smaller landing props like barrels, which forces the player to be more precise with movement and timing. I increased the spacing between jumps so they are harder to reach, while still making sure they are possible to reach. I also created a tightrope style path using pitchforks that players must carefully cross while a pendulum swings nearby. This adds pressure and requires the player to be focused. I included a hidden knife in a log that can kill the player if they are not paying attention. Additionally, I increased the rotation speed of the sweeper arms toward the end of the level to raise the difficulty. While these additions increase frustration, they make the level more rewarding and fun to master.
How does polishing the environment change how players experience the challenge?
Polishing the environment improves how players experience the challenge by making the level feel more engaging. Adding floating fruits around the barrels creates visual interest and helps guide the player along the intended path. The coffins placed underwater add a sense of danger and subtle storytelling, suggesting that others have failed before. These small details make the world feel more alive rather than empty or purely functional. A polished environment helps players better understand where to go and what to avoid. It enhances the overall atmosphere and makes the challenge more memorable. In the end, these improvements make the gameplay feel more fun to enjoy.
04/15/26
How does the size and speed of the boulder affect how dangerous it feels?
The size of the boulder impacts how threatening it appears to the player. For example, a larger boulder shows more weight and force, making it feel like it could easily crush the player. Increasing the scale also makes it more visible from a distance, giving players more awareness, but also more pressure. Speed plays an important role too because faster boulders reduce reaction time. When the boulder rolls quickly, players feel a greater sense of urgency and tension. Slower boulders may feel less dangerous and easier to avoid, even if they are large. Balancing both size and speed helps create a hazard that feels fair but still intense.
How did you balance safe zones and danger in your Boulder Hill design?
I balanced safe zones by spacing them at intervals that match the boulder spawn timing. Each safe area gives the player a brief moment to observe patterns and prepare their next move. I avoided making the path too narrow or too wide to maintain tension without frustration. I also ensured that safe zones are visually clear so players recognize them quickly. This balance keeps the challenge engaging without overwhelming the player.
What changes did you make to your Boulder Hill to improve fairness after playtesting?
After playtesting, I adjusted the spawn timing to create more consistent gaps between boulders. Initially, some boulders spawned too close together, making certain sections nearly impossible. I also widened a few tight path areas where I keep getting stuck. Lowering some wall heights to improve camera visibility, which helped players react better. I added clearer safe zones so players could better understand where to stop and wait. Additionally, I tweaked the slope slightly to prevent boulders from getting stuck or behaving unpredictably. These changes made the challenge feel more skill based rather than luck based.
How does the Boulder Hill hazard feel different from the Sweeper Arm challenge?
The Boulder Hill hazard feels more chaotic and dynamic compared to the Sweeper Arm challenge. Boulders involve physics and unpredictable movement, which creates a sense of natural danger. In contrast, Sweeper Arms follow consistent, repeating patterns that players can memorize. Boulder Hill needs quick decision making and adaptation to changing situations. The Sweeper Arm challenge is more about timing and rhythm, while Boulder Hill emphasizes positioning and reaction. The downhill movement also adds momentum, making the threat feel more intense. Overall, Boulder Hill feels less predictable and more of a challenge compared to the Sweeper Arm.
How did adding destruction effects change the feel of the Boulder Hill challenge?
Adding destruction effects made the boulders feel more impactful and satisfying. Instead of simply disappearing, the boulders now visually break apart, reinforcing their physical presence. This helps players understand that the boulder has reached the end of its path. It also provides a sense of closure when the danger is removed. Without effects, the interaction feels flat and less believable. Overall, the destruction effects improve the feeling of the world.
What choices did you make in your particle system, and why?
I chose to use two emitters: one for gravel pieces and one for a dust cloud. The gravel particles use a rock like material to match the boulder visually. I adjusted their size and lifetime to create a quick, impactful burst. For the dust cloud, I made the particles larger and more transparent to create debris in the air. I reduced gravity and drag on the dust so it lingered briefly in place. These choices help the effect feel natural without being too distracting.
How can visual effects help communicate gameplay information to the player?
Visual effects provide immediate feedback about what is happening in the game world. For example, the boulder destruction effect shows that the danger is no longer there. Effects can also draw attention to important events, like impacts or risks. Clear visuals help players react faster without needing text or instructions. They can also reinforce cause and effect, making gameplay easier to understand. Subtle differences in color, size, or motion can indicate varying levels of danger. Overall, good visual effects improve clarity and player decision making.
04/16/26
How does the timed element make this challenge feel different from Sweeper Arm and Boulder Hill?
The timed gate introduces a very different kind of pressure compared to earlier challenges like Sweeper Arm and Boulder Hill. In those, the challenge is mostly about reacting in the moment - dodging or positioning yourself correctly as obstacles move around you. Here, the tension comes from committing to a run once you pull the lever, knowing you only have a limited chance to succeed. It shifts the gameplay from reactive movement to planning and execution under time pressure. This creates a stronger sense of urgency and consequence because failure means restarting the entire obstacle. It also encourages players to learn the layout and figure out the best route through the village.
What adjustments would you make to the open duration to balance difficulty?
To balance difficulty, the open duration should be based on both the length and complexity of the path between gates. A shorter duration increases difficulty, but can frustrate players if success feels barely achievable. A longer duration makes the challenge more forgiving, which can be useful early on or for teaching the mechanic. I could adjust it based on testing - if most players fail at a specific point, slightly increasing the duration can smooth the experience. However, the key is to ensure that success feels earned but not overly punishing.
How can timing-based obstacles increase tension without feeling unfair?
Timing-based obstacles can increase tension effectively when players feel they have enough information and control to succeed. Clear visual and audio cues - like the gate opening, a countdown sound, or the lever animation - help players understand exactly when the timer starts. Consistency is also important; the timing should behave predictably so players can learn and improve. Giving players a small margin for error, rather than requiring perfect execution, helps avoid frustration. It’s also helpful to design the path so mistakes feel like the player’s fault, not the system’s. Overall, timing challenges create excitement without crossing into unfairness when done correctly.
04/22/26
How did you decide which props and obstacles to use in your village course?
I decided which props and obstacles to use based on the idea of an abandoned village. I chose items related to farming, outdoor activities, and simple household life to reinforce that theme. I then used these props to create a blockade near the end of the village, suggesting that some kind of conflict, like fighting or robbing, may have taken place. To increase the challenge, I added dangerous elements like pitchforks and knives that the player must avoid. I also designed multiple escape routes, with one being significantly faster than the others to reward exploration and quick thinking. To add storytelling, I included a small scene with a bear family gathered around a campfire, hinting that the village was once peaceful and full of life. Overall, the combination of props, obstacles, and environmental details helps create an engaging gameplay experience and a believable narrative.
What changes did you make to balance the gate duration with the path length?
To balance the gate duration with the path length, I adjusted both the timer and the layout rather than relying on just one variable. The original five second timer was way too short, so I increased it to around 20 to 30 seconds to give enough room for experimentation. Testing runs were essential, since small tweaks to jump distances or obstacle placement had a big impact on completion time. At the same time, I refined the path by removing overly long detours and tightening unnecessary gaps between obstacles. In the end, this created a fair balance where the challenge feels demanding but achievable.
How does the “escape before the gate shuts” mechanic create a different kind of tension than previous challenges?
The “escape before the gate shuts” mechanic creates tension by adding constant time pressure instead of isolated hazards. Unlike sweeper arms or the boulder hill, where the danger is immediate, this system builds tension from start to finish. Players are not just avoiding obstacles - they are racing against a countdown that never pauses. This shifts the focus from careful timing in single moments to maintaining fast pace across the entire course. Overall, the tension comes from sustained pressure and decision-making, rather than short bursts of danger.
04/23/26
How did ranged attacks change how you tested your level compared to previous challenges?
Ranged attacks changed testing compared to past challenges like sweeper arms, boulder hills, and timed gate because those were mostly predictable and pattern-based. With those obstacles, I mainly focus on timing and positioning, since their actions stayed consistent. In contrast, ranged attacks introduce dynamic interactions where the tower reacts to the player’s position. This means testing now involves movement, distance, and reaction time rather than just memorizing patterns. I also had to evaluate whether the projectiles feel fair - if they’re too fast or too frequent, the challenge can feel overwhelming. Testing from different angles becomes important to make sure the sensing cone isn’t too wide or too narrow. Overall, ranged attacks provided unpredictability that required more playtesting.
What adjustments might you make to the tower’s sensing distance or fire rate?
Adjusting the tower’s sensing distance or fire rate can dramatically change gameplay balance. For example, a longer sensing distance means the player is under threat earlier, which can increase tension but also frustration if it feels unavoidable. Reducing the sensing radius can make encounters feel more controlled and fair, especially in tight level sections. Also tweaking the fire rate affects pressure - faster firing creates urgency, while slower firing allows players to plan their movement. I might adjust the sensing interval to prevent overwhelming the player with too many projectiles at once. I could also scale projectile speed alongside fire rate to maintain challenge without making it chaotic. Fixing these values helps me match the level of difficulty to the player experience.
Why does adding a visible enemy in the tower make the mechanic more immersive?
Adding a visible enemy in the tower improves immersion by giving context to the attacks. Instead of projectiles appearing from nowhere, players can clearly see the source of the threat. This aligns player expectations with game logic, making the experience feel more believable. It also adds personality to the level, making encounters feel more interesting and less mechanical. Visual cues like arm positioning or held objects reinforce how the attack works. Altogether, a visible enemy strengthens both the narrative and gameplay clarity of the mechanic.
04/23/26
How does changing ProjectileSpeed affect the predicted aim point and the player’s dodge options?
Changing ProjectileSpeed directly impacts both the predicted aim point and how players experience dodging. Since the prediction uses the formula “time = distance/speed”, increasing the speed reduces the calculated time to impact. That means the predicted position will be closer to the player’s current location, resulting in more accurate and harder to dodge shots. Faster projectiles also give players less reaction time, making the challenge feel more intense. On the other hand, slower projectiles increase the time value, so the system predicts farther ahead of the player’s movement. This can make shots easier to avoid, especially if the player changes direction frequently. As a result, ProjectileSpeed becomes a key factor in balancing accuracy and fairness.
What values would you tweak first (AimOffset, Sensing Interval, Z offset) to make towers feel fair but challenging and why?
To make towers feel fair but still challenging, the first value to tweak would usually be AimOffset. Adding a bit of randomness prevents the tower from feeling perfectly accurate and gives players a chance to outplay it. After that, adjusting the Sensing Interval helps control how often the player is pressured - too frequent shots can feel overwhelming, while slightly slower intervals give breathing room. The Z offset is more about improving readability and hit fairness, ensuring the tower aims closer to the player’s body instead of the feet. If the aim is too low, hits can feel visually confusing. Overall, starting with AimOffset is the quickest way to make gameplay feel fair, but challenging.
If you turned gravity on for projectiles, what parts of today’s prediction approach would need to change?
If gravity were turned on for projectiles, the current prediction approach would no longer be sufficient. Right now, the system assumes the projectile travels in a straight line at a constant speed, which simplifies the math. With gravity, the projectile would follow a curved trajectory, meaning both vertical and horizontal motion would need separate calculations. I would need to account for acceleration downward, probably using physics equations for projectile motion. The time to hit calculation would also become more complex, since distance alone wouldn’t determine travel time. Additionally, aiming would require solving for an angle that ensures the projectile lands at the predicted position. This would involve more advanced math or solutions rather than a simple formula.
04/23/26
Which per-tower variable (SightRadius, VisionAngle, TimeBetweenThrows) had the biggest impact on fairness - and why?
The VisionAngle has the strongest effect on fairness because it directly controls how wide the tower can “see” and react to the player. A wide angle makes it feel like the tower detects you even when you think you’re safely out of sight, which can feel unpredictable. Narrowing it creates clearer stealth lanes and lets players understand safe vs. dangerous zones at a glance. While SightRadius matters for range, players usually expect far range threats as long as directionality feels fair. TimeBetweenThrows affects difficulty pacing, but not detection fairness - it’s more about pressure than perception. Overall, I think VisionAngle has the biggest impact on fairness because it shows the safe/danger zones to players and they can exploit it if not careful.
What advantages did OnComponentHit provide over overlap events for fast projectiles?
Using OnComponentHit improves reliability because it reacts to actual physical collisions. Fast moving projectiles can “skip” overlap checks between frames, but Hit events are tied to collision blocking, so they ensure the projectile stops and reacts when it contacts walls or players. This prevents issues like bottles passing through props or hitting players behind cover. It also aligns better with physics expectations - when something hits a surface, it triggers immediately and visibly. Overall, it makes projectile behavior more consistent and predictable.
How do the explosion VFX change player readability (did I get hit? where did it land?) and how would you iterate on timing/color/scale to improve it further?
The explosion VFX makes it instantly clear where a projectile landed, which helps players understand cause and effect in chaotic moments. Without it, players might not know if they were hit directly or just narrowly avoided damage. The burst, trails, and cloud together communicate impact location, direction, and intensity. To improve it further, timing could be adjusted so the initial flash is very quick but followed by a slightly longer lingering effect for visibility. Color can be tuned - using a brighter or contrasting color (like a flash of white or yellow) at the moment of impact makes hits stand out more. Adding on these elements ensures the effect is both satisfying and informative without overwhelming the scene.
05/18/26
Where did overlapping sight cones create the right kind of tension and where did it become unfair?
Overlapping sight cones created the right kind of tension when they were carefully placed and properly tested throughout the challenge area. Players are pressured to stay alert while still having a fair chance to react and move through the section. Adding at least two props as blockers helped balance the challenge because players could use them as temporary cover while planning their next move. This makes the gameplay feel more strategic instead of random or impossible. However, the overlapping cones became unfair when too many potions were launched at the same time, making it nearly impossible for players to pass. This can make it stop feeling like a challenge and instead become frustrating because players had little room to avoid damage. Overall, the balance worked best when players felt pressured, but still had a chance to get through.
Which props or blockers most effectively guided players along your intended route, and why?
The props that worked best for guiding players were the larger objects, especially stacks of barrels, because they clearly directed players toward the intended path. These larger props naturally blocked off unwanted areas while still keeping the level organized and easy to read. I also used spikes to prevent players from moving underneath the towers or getting too close to them. At the beginning of the level, I placed spikes between the path and towers to establish boundaries, then spread them out further along the path. Houses were helpful because they helped frame the pathways and definitely pointed players toward the next section. I also used logs to guide players closer to the exit and transition them between areas of the map. Overall, these props were useful because they both guided movement and added danger.
After playtesting, what single adjustment (angle, radius, tower position, or cover placement) most improved fairness without killing challenge?
After playtesting, the adjustment that most improved fairness was changing the radius of the towers. The radius had a major impact on how difficult the level felt because if it was too large, players had almost no chance to avoid the incoming potions. On the other hand, if the radius was too small, players could simply run through the level without much challenge. To prevent players from speeding through the level too easily, I added rows of knives along the floor to slow movement and encourage more careful timing. Overall, adjusting the radius helped create a fair balance between challenge and player control, making the level feel difficult but still possible to complete.
05/21/26
What connects the different parts of your creative work - what is your red thread?
The different parts of my creative work are connected through my focus on balance and fun storytelling. I enjoy creating designs that feel chaotic while still being visually interesting. Across my projects, I often use lots of colors and weird layouts to make the work feel connected. I also try to create work that communicates emotions or ideas in a straightforward way. My red thread is the combination of creativity and clarity because I want people to easily understand and connect with my designs. No matter the project, I aim to create something that feels thoughtful and intentional.
Which design or storytelling choices represent you the most clearly?
The design choices that represent me most clearly are my use of props, interesting storylines, and creating little characters. I like designs that guide the viewer’s attention without feeling too crowded or overwhelming - like in my enemy marketplace. In storytelling, I focus on making ideas easy to follow while still keeping them visually engaging. For example, my village has a story about cannibalism - cannibalism is a terrible thing to commit, but it makes an awesome story plot. I also pay attention to details like spacing, alignment, and consistency because they help create a professional appearance. These choices reflect my personality because I value having fun, creativity, and having good vibes.
Why do you think those choices feel authentic to who you are?
These choices feel authentic to me because they match the way I naturally think and express myself. My designs reflect my interests because I love nature, fantasy themes, and hidden meanings in stories. I also like being helpful, which is why I focus on structure and readability in my work. The colors, layouts, and storytelling methods I choose often reflect my own person. Overall, my portfolio feels genuine because it represents both my creative skills and my values.
How could your red thread evolve as you continue learning and creating?
As I continue learning and creating, I think my red thread will become stronger and more refined. I want to experiment with new styles, techniques, and creative ideas while still keeping the sense of clarity that connects my work. Over time, I hope to become more confident in expressing my personality through design choices and storytelling. I also want to improve my technical skills so I can create more detailed and impactful projects. My portfolio may improve visually, but I think the focus on meaningful designs will always remain. As I grow creatively, my work will likely become more unique and reflective of my experiences and goals.