Game Design in UNREAL - Dark Synth Seas

Dark Synth Seas is a game I began designing as part of a York Learning Course on Game Design. Given our choice of platform and style, I chose to do a 3D game using Unreal as I was looking to strengthen my skills using this platform and working with blueprints.

This play-through highlights several features that I worked on for this game, including a menu screen, inventory system, interactive HUD, token pickup and count, health bar, audio, character animations, unique decals, and ‘game over’ screen.


Concept Art

 
 

This concept art was created using AI and photoshop, including disc cover, icon, and mocked-up HUD.



Blueprint Examples

 

This blueprint added an animation to the shopkeeper character, making him less static. On collision, it brought up the shop inventory and triggered audio.

Though I have not yet finished setting up the inventory system, this shows the worked I began in setting it up so that it would note items and quantity and sort added items.

This blueprint played sound and applied damage to the player, affecting the life bar in the HUD.

VR in UNREAL - Historic Escapes

Historic Escapes was created as part of a Fundamentals of Virtual Production Programme put on by Screen Industries Growth Network at University of York. Though we were learning the workflows of a Virtual Production shoot, we were given the opportunity to work on individual projects within Unreal to suit our personal goals. I decided to create a VR experience that explored futuristic and historic spaces. I used some of the photogrammetry models I’d created for client projects as historic locations to learn more about through interactive virtual tours. Beginning on moon base, users can choose a doorway which serves as a portal to the past, bringing the user into one of these historic spaces. There, interactive elements bring up content such as text, audio, and video to help the user learn more about the historical significance of the space.

This play-through video of the VR experience showcases the different historic spaces accessed through doorways in the moon base. When interacted with, glowing orbs reveal further information about the history of the space.

This video showcases the parallax created by adding models outside the windows of the Mansion House. Recorded in Unreal.

The interactive photogrammetry 3D model of the Mansion House ballroom in Sketchfab.

 

The interactive photogrammetry model of Parlormade Scone House on Sketchfab.


Screenshots and Blueprints

 

Level 1, the moon base, where users can interact with interactive portals to travel to historic spaces. The moon base is an original model.

This blueprint activates a video in the Mansion Hall ballroom.

The Mansion House Ballroom model with interactive glowing orbs which bring up information, added fire animations and audio, and a press plate which brings you back to the moon base.

An example of the blueprints created to transport users to different levels via collision with footplates.

Parlormade Scone House model with added light and interactive orbs.

3D Modelling Practice

Model, Texture, Sculpting, and UV Practice

 

Fantasy Gatehouse- Modelling and UV work was done in 3DS Max while sculpting was done in Substance Painter.

 

Old Lamp Light- 3DS Max and Substance Painter

Mug Game Prop- 3DS Max and Substance Painter

 

I set myself a challenge to recreate the original image (on the right) in 3DS Max.

 

Photogrammetry Retopology

 

Using Instant Mesh and 3DS Max, I remeshed this photogrammetry model and cleaned up its UV map.

 

Blender Modelling Practice