FishGibble BreakDown Part3 – UI And Compass

 

The User Interface was built using Unreal Motion Graphics which allows for overlaying and animating textures.

 

 

UMG supports animating properties of widget transformations ( translation, orientation and scale ) and brush/texture properties like colour and opacity and others.

 

More Details Here

 

FishGibble has many UI systems, including:

  • Player HUD
    Compass and Waypoints
    Journal UI
    Level Up UI
    Skill Tree UI
    Main Menu
    Graphics Settings
    Pause Menu
    Conversation UI, including viewing previous conversations.
    Active and Completed Quests UI

 

Video Here:

 

 

Full Character Model

This character was done as part of my studies at www.animschool.com, I do not know the artist who designed him, but when I do, I will update their details here.

The model was done in Maya and Substance Painter for textures.

 

 

More details here, including progression breakdown.

 

 

Interactive SketchFab Model here:

 

Progression Video here:

World Composition in Unreal Engine4

 

Workflow Video

 

This will provide some detail the high level workflow I used to create a huge open world, with 8x8KM densely populated with vegetation, trees, grass and mountains using Unreal Engine 4 World Composition, along with several other tools which I will go through briefly.

To create the terrain I used World Machine and followed the World Machine to UE4 World Composition tutorial as described.

For the foliage and grass, I used the Grass Tool Quick Start and Procedural Foliage Quick Start tutorials from the Unreal Engine 4 Documentation.

 

The Full Game, as well as the Project and Code.

NOTE: Unreal Engine 4.9 version only.

 

More Details Here

MiniMan – Maya/UnrealEngine

MiniMan_Gif

This character was created to learn Maya (Modelling, UVMapping, Rigging and Skinning, Blend Shapes, Animation), Substance Painter+Designer, and establish/learn the workflow between UnrealEngine, and all of the aforementioned tools.

It takes a long time to learn something, but it takes a longer time to learn a lot of somethings. Learning Maya is like learning a new Programming Language, you always find new stuff the longer you use it, and in this case, it was a very different experience than using 3DS Max….
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FishGibble ™

Fish_GP_Test_Show

FishGibble ™ Is a new game about a fish in a sea tank, where you have to outsmart and out swim some not so friendly fish, game is still in development and will be released for PC/Mac iOS and Android.

The Game is being developed using Unreal Engine 4 and C++.

More Details Here:

 

Offical YouTube Playlist:

YouTube in-game demos:

AI Testing

Game Testing.

 

 

 

Drescalus World Building

7_Drescalus_WorldBuilding_(132) 7_Drescalus_WorldBuilding_(111)

Drescalus world building towns, Castle is nearing completion, will still need polish here and there. In total there are 34 scenes, where each shop, house, Drescalus outside and Castle areas are scenes of their own, making this world quite large.

 

7_Drescalus_WorldBuilding_(98)

 

Game Development Started: Nov 2013 (3 Months to complete Phase I, World Building)
Current Stats: World Build Completion Level: 85%

Here are in game videos and screenshots of the towns, where a few of the houses, a shop and the castle is shown inside, and out.

More Detail…

 

Drescalus Towns

6_Drescalus_Town2_5 4_Drescalus_Town_16

There are 2 towns in Drescalus, each town has 10 houses, there is one town square, with 5 shops, and one castle which contains 2 wings, and many different rooms and areas of interest.
All houses/shops/internal geometry, can be entered via doors, and at the moment, the shops are empty as game content is still being created.

More Details:

Castello Project

7_Castle_Furniture_9 8_Castle_Weather_2 4_Castle_Unity_Water_4 6_Castle_Unity_Sun_11

Extra Vegetation Test
Extra Vegetation Test

This project was done as a demonstration of the type of environment and level building technologies we will be using for upcoming Games.

The level itself consists of multiple assets, that were created using the Modular Level Design methodology, and to prove and test the methodology, specifically for workflow and timeline estimates and processes.

Small, re-usable assets were created, and used to build the Castle and floors from the ground up.

More Details…