Wednesday, July 20, 2022
Sprint #5 Delivery
For this turn in I replaced my old fog media player textures with a more dynamic fog floor material with panning textures and waves, as well as fog particle systems that populate the scene. I also created a new simulation of the grate using the new model, but it's still a WIP as getting the new mesh and texture to work with the simulation properly was more tricky than expected.
Wednesday, July 6, 2022
Sprint #4 Delivery
For this sprint, I took Chris's feedback into account and tried to have the grate destruction simulation leave metal remnants behind. I also tried to have the hits to the metal be more in sync with the stomping animation. Also trying to figure out the best way to export and import the simulation from houdini to unreal was interesting, but I settled on an approach utilizing Vertex Animation Textures. All that is left is incorporating the actual grate into the sim, and hooking it up to the level blueprint.
Wednesday, June 22, 2022
Sprint #3 Delivery
For this sprint I primarily completed setting up a realistic metal bending simulation for the grate breaking sequence in the ending. This will allow us to export the simulation as a VAT - which are very performant, into the level blueprint in-engine. This could also be used in other areas of the level to demonstrate wear-and-tear into geometry or if we want to bend/break/destroy any other metal (like the door). I also troubleshot the smoke FX, and finalized the lightning VFX by reintroducing the original light flash.
Wednesday, June 8, 2022
Sprint #2 Delivery
For this sprint I polished my lightning FX. I created spline tools for 3d artists to use around the environment for pipes and cables. And I setup fog cards to add to the atmosphere.
Wednesday, May 25, 2022
Anthony Monteagudo - CYBERSTEIN Summer Sprint #1 Delivery
For this sprint I am polishing the lightning VFX using Niagra and Houdini. I've been utilizing advanced Houdini techniques such as VATs and setting up destruction for debris (will be useful for future destruction simulations!).
Wednesday, April 20, 2022
Sprint #7 Delivery
For this turn-in I finished the lightning effect that triggers upon the pressing of the switch button, as well as a rain effect that is displayed on the windows of the building to signify that it is raining outside. I hooked up the lightning to ryan's switch_bp with his help, and I provided audio for both the lightning crack and the rain ambience. The lightning also manipulates the exposure of the post processing to flash upon appearance, as well as leaving the room darker after the sequence.
Wednesday, April 6, 2022
Sprint #6 Delivery
For this sprint, I shared the vfx work with Heather. We decided that I would take the lightning VFX, so I worked on those, and they are almost complete. They just need to be touched up and implemented into the game. I also helped Heather and did research for other VFX, and helped Ryan with implementing set driven keys and custom attributes to improve his animation workflow.
Wednesday, March 16, 2022
Sprint #5 Delivery
For this Delivery I was onboarded onto the Cyberstein project, learning about their project structure and goals, and we eventually figured out what I could be tasked with. I mostly worked with Heather, learning how she developed her blueprints and assisted her where needed - mainly with the spline movement of the saw. I also looked into how we could incorporate my procedural generator into the outside of the environment so that you could see the cyberpunk world from the windows of the building.
Monday, February 28, 2022
Sprint #4 Delivery, Asset/Feature Complete
This sprint I fixed the rowing so you can only move when grabbing the oars. I also set up Pascal to color change according to his mood and provided the current Animation State Machine, with Thomas's help with changing Pascal's material and West's help with the state machine's flow.
https://youtu.be/-ZQjXJzkxPY
Wednesday, February 16, 2022
Sprint #3 Delivery, Sound & VFX
For this sprint I worked on the Pascal Rig and implemented advanced rigging features such as Spline Spine and IK Arms, Legs and Feet with Toe & Foot Roll.
Wednesday, February 2, 2022
Sprint #2 Delivery, Beginning/Middle/End Part II
This week, I setup the oars with a physics component, so they stay in place in the boat rings, and can be affected by physics. They also respawn at the rings when dropped. Now the player can only move when grabbing both oars. The "rowing" isn't quite working as intended, the VR grab component overrides the physics component, so I need to find a way around that. Also object movement along the spline is working, but not for VR pawn, so that will need to be integrated as the movement is only along the Y axis currently.
https://youtu.be/JkYhKfdTpyo
Monday, January 24, 2022
Sprint #1 Delivery, Beginning/Middle/End, Part I
I was onboarded onto the new project, and assigned to work on the boat spline movement. I was caught up to speed with the current spline system. I researched spline in Unreal, and got a working prototype that moves an object along a spline, but for some reason I am having trouble having the VR pawn move along the spline. I will continue to look into this issue in the upcoming sprint.
Friday, December 3, 2021
Week 15 – Final Delivery (Cut Round 01)
I worked on all the VFX, Blueprints, Tech Art Portion Documentation, Fog, and Lighting.
https://www.youtube.com/watch?v=Jum4N34P54I
Thursday, November 18, 2021
Common Art: Week 13 – White Boxing And Concept (Part 01)
Completed Tech Art Documentation. Updated VR Player character movement. Added Snow and Fog VFX. Created Snowy landscape. Adjusted Lighting.
Thursday, November 11, 2021
Common Art: Week 12 – Art Style Guide (Custom Style Guide/Starting Prototype)
This week I worked on the Tech Art documentation and on creating original art and additions to the VFX slides. I also helped working out the story and figuring out what was needed to maintain a reasonable scope.
Thursday, November 4, 2021
Common Art: Week 11 – Art Style Guides (Discovering Your Own Art Style)
This week I worked on the art style slides Lighting/Atmosphere and VFX to adapt our art style from The Thing over to our original story based in the SCP universe. I worked to match the art style of the presentation to maintain consistency and created original artwork through photo-manipulation in Photoshop.
Thursday, October 28, 2021
Common Art: Week 10 – Art Style Guides (Art Style Range And Breakdown)
I worked on the following slides related to my area of expertise (Tech Art), and worked with the team to ensure we had a cohesive vision of understanding of our target art style.
Thursday, October 21, 2021
Week 09 - Art Style Guides (Understanding Story)
For this first assignment of the VR project I contributed to the team meetings, as well as to the intial ideation phase. I also added to the initial game overview document, and to the reference boards. However, my main contributions to the project were the thumbnails for the Departure (3) and final Status Quo (12) hours of the hero's journey. I also did an extra thumbnail to establish our main player character.
Monday, October 11, 2021
Thursday, October 7, 2021
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Sprint #5 Delivery
For this turn in I replaced my old fog media player textures with a more dynamic fog floor material with panning textures and waves, as well...
-
For this sprint, I took Chris's feedback into account and tried to have the grate destruction simulation leave metal remnants behind. I ...
-
For this sprint I primarily completed setting up a realistic metal bending simulation for the grate breaking sequence in the ending. This ...
-
For this turn-in I finished the lightning effect that triggers upon the pressing of the switch button, as well as a rain effect that is disp...

