Tuesday, May 2, 2017
Tuesday, April 18, 2017
Battle Boss Inspiration
For my boss level, I willing be taking inspiration from the legend of the Zelda: Ocarina of time's 3rd dungeon boss for the Zoras. The bio -electric anemone Barinade; the enemy is similar to a spinning top with little minions. The marinade sends out little jellyfishes to attack the player, after the player defeats the minions they can hit the anemone until it starts to spin then the player will have to defend or avoid its attack.
I think for my level the player character goes to the server room where there is a virus, the server room serves as a maze that the player can run through to avoid hits since there is no shield input.
The virus spawns the internet explorers to attack the player, the player can run through the maze to defeat the internet explorer one by the one. then the virus will be open to be hit until it starts to spin. then the player will try to avoid being hit by running through the maze. Then the cycle will repeat 2 more times until the virus is defeated.
I think can accomplish this by using a rotation to make it spin, a large radius to sense where the player is through the maze. And using a player spawn to get the internet explorer to spawn.
I think for my level the player character goes to the server room where there is a virus, the server room serves as a maze that the player can run through to avoid hits since there is no shield input.
The virus spawns the internet explorers to attack the player, the player can run through the maze to defeat the internet explorer one by the one. then the virus will be open to be hit until it starts to spin. then the player will try to avoid being hit by running through the maze. Then the cycle will repeat 2 more times until the virus is defeated.
I think can accomplish this by using a rotation to make it spin, a large radius to sense where the player is through the maze. And using a player spawn to get the internet explorer to spawn.
the Barinade boss clip begins at 5:18 in the video
Thursday, April 6, 2017
Battle Arena Prepro
My idea for the Spinout Battle Arena is also Alien themed. Earth is taken over by the Aliens and have taken some of the humans and put them into gladiator fights for entertainment. So players are put into an Arena that moves up an down and is disconnected in certain parts of the arena. players can get through those areas by traveling through the UFO beams in order to reach the main area where the weapons are.
if one chooses to go through the connected areas there is debris in those areas to make harder on the players.
some inspiration for the arena.
if one chooses to go through the connected areas there is debris in those areas to make harder on the players.
some inspiration for the arena.
storyboards
Arena Level map
Friday, March 17, 2017
Race Game Attract Trailer
I like the Mario Kart 8 trailer, its a good showcase of the (at the time) upcoming game. It had enough previews of the its game assests and compelling attributes that sets it apart from other games. Also because the game has a legacy and a returning audience the trailer showed just enough to get fans interested in the purchase of this game while also teasing new coming fans to purchase it.
The trailer makes the racing game more relaxed compared to other race games, and gives players item abilities and different ways of manuevering through different obstacles but also terrains including the sky and water which i find to be unique to a racing levels
Tuesday, February 28, 2017
Race Level Sequence
I added music to my level sequence, which I wanted to add to my level.
Monday, February 27, 2017
Particle effect for race track lv
The Particle effect I made is now more intense and large.
I took some reference from other effects in the unreal engine content example maps and built upon that to get a more animated feel for a death beam.
I had to increase the size, emitter origin and light for it be used in the Blueprint editor. which was actually the hardest part for me. to get where the sparks location would be so that it could hit the ground. and how long the beam particles should be that they appear from the ship to the player in the screen.
I finally got it to work yesterday and I really enjoy the effect. but now I want to add more to it like sound to get a cheesy feel for the aliens' invasion.
I took some reference from other effects in the unreal engine content example maps and built upon that to get a more animated feel for a death beam.
I finally got it to work yesterday and I really enjoy the effect. but now I want to add more to it like sound to get a cheesy feel for the aliens' invasion.
Blueprint for level
Monday, February 20, 2017
Particle Effect: Beam
For my particle effect I'm trying to make an "alien death beam" The idea is that for my race level the Aliens make obstacles like anti-gravity and ectoplasm to try and stop the player.
I used a tutorial from the Unreal wiki to create the beam.
I learned that noise can be a game changer and so can the lifetime when it comes to making particles. However I have a lot to learn. Because as I reopened my particle effect the color was gone and I cant resize it to my liking.
But I'm not discouraged everything is a process and this just another one I have to figure out.
I used a tutorial from the Unreal wiki to create the beam.
I learned that noise can be a game changer and so can the lifetime when it comes to making particles. However I have a lot to learn. Because as I reopened my particle effect the color was gone and I cant resize it to my liking.
But I'm not discouraged everything is a process and this just another one I have to figure out.
Friday, February 10, 2017
Race Lv Update
An update on my Race level I decided to make it have more cuvy roads for the player to get around. I think that my previous design was flawed in the sense in that roads are actually more curved and loose, because my design had very straight roads.
Thursday, February 9, 2017
SM_barrel
So I did my barrels in Maya and Imported them into unreal. I'm happy with how the static mesh came out, spikes and all. though I think my biggest success is how the sound is. I really like the memes that use the "turn down for what" by DJ Snake and Lil' Jon so I took a snippet from that for it be somewhat humorous.
Enjoy!
Monday, February 6, 2017
Race Level Design
http://paletton.com/#uid=7320u1kfIiLaFw0g0qFqFg0w0aFkllllaFw0g0qFqFg0w0aFkllllaFw0g0qFqFg0w0aFkllllaFw0g0qFqFg0w0aF
My car is inspired from Mad Max Fury Road and while I love the film so much, I didnt want to take most of the ideas and inspiration from one single source and have no originality to my game level. So
I had the idea of my Race level to take place in a dystopia where Aliens had take over the earth and the last remaining earthlings had been out running the Aliens for years. But the Aliens had caught up to their safe haven and now the Earthlings need to out maneuver the aliens. Unfortunately the Aliens ships move slower in gravity and cant keep up the Cars. So they try to cheat and create obstacles to avoid.
Landmarks include fallen buildings, debris and anti gravity levitation fields.
movie inspirations
independence day
Mad Max fury road
City reference: New York
Tuesday, January 31, 2017
Exploding barrel
for my idea I wanted to make the barrel that the back of my car has for added weight to throw itself into cars. but also make it explode when its individually on the road.
I think it would help with theme and style. but looking at it now it would be pretty cool if I could make the spikes shoot out when it explodes but if it take too much time I think I'll drop the idea and just go with my barrel just exploding.
inspirations:
Monday, January 30, 2017
Blue print spiky block challenge
I wish there was more explanation on how to use timelines. It seems like a simple concept but its actually more complicated when theres no one to guide you but your notes.
heres my blueprint:
Thursday, January 26, 2017
Greybox platform
I started out with a completely different idea that I wanted to do but because it had elements of magnetism. and doing such is extremely difficult especially at my beginner level of knowledge in blueprints. so I switched my idea to being that everything is a trap and requires some sort of method and repetition to get through the level since I really enjoy games lie that because it comes off to me as well thought out.
the biggest thing besides coming out with a new level idea in such a short amount of time in the week is using the blueprints but i have a better idea of how vectors and floats work in unreal engine, also not make static meshes defaults roots in the blueprint because it broke a blueprint and i had no idea how to fix it, so i had to get help. I had a lot fun with the ending. if there was anything I would fix, it would be the theme of level being more incorporated into the set design of the level. but overalla good exprience to being me into level design. I like idea of coming up with problems and solutions to visuals.
Monday, January 16, 2017
Platform concept proposal
My idea for the platormer proposal game has to do with magnets, the character is a magnet and/or has a magnetic suit. and because he/she's in the suit they cant jump because theyre too heavy. So they have to use the changing properties of the suit to jump and get around the level.
In the first part of the lv, the playable character has to get the coin by being the opposite charge of the magnet to pulled up. then the character needs to change their polarity to be the same of the second magnet to be pushed up by the magnet. then I took this idea and made it more advanced and the stakes a little higher. they have to float over the magnets by changing their polarity one after another to float or they will be stuck to the magnet.
and they have to change their polarity to be attached to the magnets on the wall. and then repeat it but with a higher stake.then the player must jump and float over the 2 magnets with a broad timing aspect.Then the explanation of enemies of enemies happen, which you can get through by shocking them at the right moment. theres also the first electromagnet which super charges the player and throws him through the enemies, defeating them.
After this the final room where I tried to twist and raise the stakes even higher. the first big challenge is to get attached to the rotating gear. and then use the super charged magnet to strengthen the charge with a time limit to get to the end of the level.
In the first part of the lv, the playable character has to get the coin by being the opposite charge of the magnet to pulled up. then the character needs to change their polarity to be the same of the second magnet to be pushed up by the magnet. then I took this idea and made it more advanced and the stakes a little higher. they have to float over the magnets by changing their polarity one after another to float or they will be stuck to the magnet.
and they have to change their polarity to be attached to the magnets on the wall. and then repeat it but with a higher stake.then the player must jump and float over the 2 magnets with a broad timing aspect.Then the explanation of enemies of enemies happen, which you can get through by shocking them at the right moment. theres also the first electromagnet which super charges the player and throws him through the enemies, defeating them.
After this the final room where I tried to twist and raise the stakes even higher. the first big challenge is to get attached to the rotating gear. and then use the super charged magnet to strengthen the charge with a time limit to get to the end of the level.
Wednesday, January 11, 2017
Super Blue Boy Planet
Super Blue Boy Planet's first level is a tutorial on how the game's mechanics works. The layout for the tutorial is straight forward, so it accomplishes its goal of the player understanding how the game works while giving them a nice summary of the upcoming levels. While it is a generic game that can easily get lost in the
masses of other indie pixel games in the market, but it has a good
tutorial that accomplishes the goal of a tutorial because I did know how
the game worked at the end of it. Though I wish the game had more to offer because the warm background colors with the cool foreground had a nice composition, and the color scheme choices had potential to be a more interactive game level.
The pace of the tutorial doesn't go on for too long as there is only a few mechanics, Jumping from platform to platform, flying over to farther away platforms, and jumping on enemies and switches. If the game had more mechanics for the player use then the tutorial would've been too short so I think the developers handled the pacing pretty well because of the limited mechanics to learn for the game.
However I feel like the level hands everything to the player, there's no puzzle to solve in this tutorial other than timing and the spacing of flying over to the next ledge and jumping on the enemy. A small puzzle could've improved the stagnation of events this tutorial.
Screen shots
Subscribe to:
Comments (Atom)

































