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Unity Editor tool, TextureTaker, batch imports Textures and creates a Material with 1 click.
Made some “spooky manor” styled assets and prototyping in Unreal4.
The “sheet ghost” is using UE4 cloth simulation and finds players using a Pawn Sensing component. 3D assets were made in 3ds Max; really happy with the normal map on the door. The rooms/halls/doors are layed out with a room-building modular blueprint.
The player’s cards(hand) can be dealt from either the Left or Right most card so there’s always 2 options (until the 5th card). Hands are random, but the player controls the throwing order, so there’s 16 (2^4) permutations to how to use a given hand.
Vector design study.
Introducing The Pentagun: Modelled, Unwrapped, Animated, etc. a 5-shot revolver (hence ”Pentagun”).
Setup in Unreal 4 and created Blueprint. When reloading, the player uses the number keys to specify which ammo type to load into the chamber.
Here’s a simple JavaScript applet, the bg-color of the page fades from black to white in the hour leading up to the alarm time.
Turn any display into a visual alarm clock.
Created environments, assets, levels. Designed and implemented post-processing effects to styled on 80′s scifi. Note the chromatic abberation (color shifting) at the edges of the screen, and how bright objects cause lens dust to appear. Created the in-game UI panels, which take advantage of the post-processing design.
Traversal mechanic involves firing a pistol in microgravity to take advantage of Newton’s 3rd Law. In the last 4 images, the player is flying towards the door, and fires above it to slow the player’s forward momentum and increase downward momentum toward the platform. The station exterior consists of a single material that attempts to predict suitable window / window pane locations.