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


This week I built a fully interactive and optimized candle-walking system that combines PCG with a custom shader. I created a spline-based tool that uses PCG to automatically spawn candles along a path, each with its own PCG-generated flame instance. Every flame uses custom instance data so the shader can individually calculate its behavior. When the player approaches, each flame detects the player’s position and smoothly moves toward them, then begins orbiting around the player in real time. The whole system is performant, procedural, and fully shader-driven, allowing large numbers of dynamic candle flames to react interactively to gameplay.
























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.











Lighting Final

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