Unit 8: Production 4

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A streetlight

Since the game is set in London I decided to create some ‘oil streetlights’. They were fairly easy to create because they’re a basic model the’s nothing really detailed about them. However I did encounter a problem the spotlights caused a strange shadow when they were above the crossbar so to correct this I moved them below and it fixed this issue.

I wanted some of the lights to flicker so I had to create a blueprint so this could happen.

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Flicker Blueprint

This would allow the light inside to flicker, the only problem is the timing that it flicker it happens every half-second so it looks very faked and inorganic, I was going to add a ‘Float Within Range’ but UE4 doesn’t allow it in a Material blueprint.

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Yellow Gas Particle Effects

Making Particle Effects was a challenge since I had never done them before but once I understood what did what it was easy to create a yellow gas effect that could be placed in the persistent level. I wanted to have two emitters, one spawning small cubes at a high rate and one spawning large cubes at a slower rate and this creates a low polygon gas effect of what I wanted.

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Second And Third Story

I used the same static mesh blueprint for the 2nd and 3rd floor of Tower Bridge because they are the same size and shape the only thing that differs are the windows that I had to make with different indents and patterns and i made these using Additive and Subtractive blocks creating different shapes and sizes and a variety of window that are mock ups of the real thing. I created realistic mock ups because I wanted the tower to be interesting and recognisable.

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The Bridges between the towers

The Bridges between the towers, I want to be accessible so I would have to create a way up to them or something allowing an overview of the level, since these are high up they didn’t have to be very detailed since they a far from the players eye-line but even so the model is advanced enough to work as a walkway and allow the player an alternate route around the towers.

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Placing windows in the level would allow the player to feel like they were in a real lived in world that was once populated even though you cannot enter the houses you don’t need to for the level to feel realistic. Once again these were easy to create because of how basic they were just Additive and Subtractive blocks again. Grouping the blocks allowed me to save a lot of time while placing them and created some house fronts that I could use again and again creating sort of terraced housing which is very common in London.

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Roof Components

I decided to add roof parts to make my level more believable, and in the future to reinforce the idea of a dystonia environment, I will add particle effect and sounds to create the effect that some of the buildings are on fire. They are also three-storey buildings that are common for terraced housing in places like London and other large cities.

 

 

 

 

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