Mars (Unreal Engine)
An experiment using Unreal Engine’s PCG plugin to procedurally scatter static mesh items over the landscape.
Pool (Unreal Engine)
This was a Blender scene originally that took 5mins per frame to render in Cycles. I converted it as best I could in Unreal Engine and it is running in real-time. The pool tiles are a HLSL custom shader so the two big hits are from the glass shader at the back and the pool water (as expected).
Water Park Race (W.I.P.)
How fast can you complete the obstacle course? Made in UE using Blueprints, this small, block out level, demo has a timer, cutscenes, stamina system, environmental changes to character speed, elevators, moving platforms and even a maze.
‘Echoes’ (W.I.P.)
An experimental game prototype which makes use of AI followers, enemy AI, destruction, cinematic cutscenes and collectables to open locked areas all using Blueprints.
The Pit (Unreal Engine)
A weekend project to recreate the pit from the game Mortal Kombat. Bodies and statues from Fab store.
Glass Bridge (Unreal Engine)
Recreating the SG glass bridge segment using Unreal and Blender – the set of glass panels were a blueprint class that assigned a random value of 0 or 1 to panel one. If it was 1, make it breakable and assign the other platform the other value. This allows for random breakable pairs panels for every play though.