11/3/2025
I demonstrated many different skills I had to create this cell shader. I used a lot of math and my skills with blueprints in unreal to create a complex shader that creates a more stylized and unique feel to the game. I faced many challenges when trying to make this. The material actually used a lot of math and was way more complicated than I originally thought. I overcame these issues by looking at documentation and following tutorials on what I couldn't understand.
11/3/2025
I created the full NPC dialogue functionality and a system that makes it very easy to implement in the future. To be sure the system fit the game, Xander created a style sheet that we could refer to. He also created the visual assets for the Dialogue and I just implemented them. One of the main challenges I faced with this asset was that I didn't know how to do this and originally created the blueprints without any functionality of dialogue branches and player responses. I overcame this by starting from scratch and re creating my entire dialogue system and interaction system so that I wouldn't have to remake any of it again.
11/3/2025
This is the first prototype of the market puzzle. The idea is that to get information, you need to help out some of the NPCs and they will help you solve the mystery. I used my own knowledge and Unreals blueprint system to create this, it is a simple stocking shelves mechanic but it is very effective. This asset demonstrated my growth as a developer because I created it with no external help. I used only my own skills for this and it turned out really good.
1/15/26
This piece shows the skybox and forest we made and got set up for the game. The skybox syncs up with the timer to always rise at the start and set when the timer hits 0:00. I demonstrated skills in unreal blueprints, post processing, and overall lighting of scenes. We ensured this aligned with the style of our game by referring to the style sheet and mood board and creating the skybox based off the game's inspirations. The main technique I used for this asset would be applying my knowledge of warm and cool colors, I did this by making the game start with using warm colors and get cooler towards the end of the loop.
1/15/26
This piece took me a very long time, it is one of the main puzzles featured in the game. The player will be led here at the start of the game and will keep coming back throughout the game to gain knowledge and items. If I could further improve this puzzle (which I will), I would make it more clear what the objectives are and how you can achieve them. I believe this represents my abilities well because this puzzle is very complex and was not easy to complete. The player is compelled to complete a set of goals without being directly told what to do and where to go. I had a lot of problems and small bugs with this level that I overcame with debugging and using the documentation.
1/15/26
Although the power plant level isn't finished, it is at a good place design wise. I wanted this level to contrast the main level by feeling cramped, liminal and stressful rather than open and calm. I used skills I have developed after years of game design to create the final product of this level, mainly my level design skills. To create the basic models of this level I used the unreal built in modeler as well as some assets I have found online. In the future, when I further improve this level, I will finish with the textures and finish the rest of the functionality.