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.

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...