Monday, April 6, 2026
Thursday, February 26, 2026
Thursday, February 19, 2026
Wednesday, February 11, 2026
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
Sunday, November 2, 2025
Dracula C stage
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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...
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This week for Stage A , I completed all my assigned tasks, including the full title screen with working buttons, the clue description/dialog...