Wednesday, May 20, 2026

Sprint 1 Common Art

This sprint I developed a new tool that allows artists to paint Niagara particles onto a scene.

This tool is optimized since it's using only 1 Niagara emitter, and it's only sending particle positions for where to spawn those Niagara particles.

This tool uses PCG to receive the brush data, interpret it, and then sends it off to Niagara through Niagara Data Channels using the PCG to Niagara Interop Plugin.

Secondly, this sprint I made the environmental particles able to transition from being at an environment rest position to tracking and following the player using scratch pad.






Tuesday, December 2, 2025

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/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.







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



Sprint 1 Common Art

This sprint I developed a new tool that allows artists to paint Niagara particles onto a scene. This tool is optimized since it's using ...