This week for Stage A, I completed all my assigned tasks, including the full title screen with working buttons, the clue description/dialogue Blueprint system, and the entire intro sequence with proper camera timing and transitions. I also finished the final Dracula scare sequence and added extra polish by including a jump-out moment where Dracula lunges toward the player at the end, creating a stronger and more dramatic finale.
Tuesday, December 2, 2025
Thursday, November 13, 2025
Dracula B Stage
This week I created a full run-of-show system using a Level Sequencer cutscene integrated directly into gameplay. I organized the entire flow so that when the player reaches a specific checkpoint, guiding animations appear to show where to go, the music transitions, and the player is led into the cutscene. Once the player arrives, the sequence plays automatically, and afterwards new music is cued, and a custom post-processing shader is applied. This setup ties gameplay and cinematics together smoothly and makes the experience feel more intentional and polished.
next week I will work on optimizing the scene
perforce proof
Sunday, November 2, 2025
Dracula C stage
Thursday, October 30, 2025
Protomeshing - 'D' Stage
For this assignment, I created a post-processing shader that reacts to whether the main character checks over their shoulder to see if Dracula is behind them. The system works by using Blueprint logic that calculates the dot product between the camera’s forward vector and the player’s orientation vector. This determines if the player is looking forward or backward. Based on that result, a timer gradually tightens and squeezes the post-processing effect, making the view feel more tense and claustrophobic as you avoid looking back. Once the player finally turns around to look behind, the effect smoothly disappears.
Thursday, October 23, 2025
Stage 1 Initial Block Out - Layout - 'F' Stage
Use exponent 0.5
Now how do we make it dip down
Monday, October 6, 2025
Sunday, October 5, 2025
State Machines
The Process:
Creating n IK rig for the Mixamo character
So we can use a retargeter to export our necesary animations to our Mixamo characterThen create a Blend Space with our exported idle, jog, sprint animations
Then inside an animation blue pritn create a state machine
Then in the new scene under world setting select Animation_GameModeThen set default paw class to our Pete BP
then select ABP_Pet in our Charcter BP inside our mesh
now we hsoudl atleast ee idle
int he Aniamtion blue print
adding velocity seteting speed value to aniamtion run
Continue to do some more setup.
Then came implementing falling animations from not jumping and just falling of an edge.
and then to make in air animation happenand now, we get the falling animation happening not only from just a jump but from falling off an edge!
Dracula A stage
This week for Stage A , I completed all my assigned tasks, including the full title screen with working buttons, the clue description/dialog...
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Here we have 2 for loops, one to create horizontal rings, and another to duplicate the rings. How can we make the lights on the inside colum...