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Practical Skills

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Mind - Mapping

To help me get an idea for my environment I created a mind map using a software named PowerPoint. I did this as I felt it would be very useful gathering all of the thoughts and ideas all relative to an environment while also making new connections between the ideas. Once I'd explored each idea i had finally come to a decision being the Subway or otherwise also known as Rapid Transit. I came to this conclusion as for an exploration walking simulator a Rapid Transit area would be the perfect environment if I was going for a horror theme. I have clear idea and perspective of how i exactly want my environment to look and how the level is going to span out.

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To furthermore help me with my environment I have gathered a variety of images and created a moodboard. Looking at these images will help me create my environment as I want to focus on the aesthetic and style of a subway location. I notice with many of these images there are beams holding up ceiling, benches, circular tunnels for the metros cement floor panels with that classic yellow strip across the platform, advertisement posters, benches and many more, all of which I will definingly look at adding to my subway. 

Mood Board

Map Layout

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Doing more research I have come to the conclusion that having just a Subway Platform as my environment is too small and too little for the player to explore, I feel only doing a platform would takeaway the whole point of the project being it has to be a Walking Simulator, if it was just a single station it would really limit the players exploration and wouldn't have much walking or exploring. So I have decided rather than just a station I am going to move my plans forward to create various other room for the player to further explore, the platform is going to be the main focus yes but I also want to player to feel less restricted, to help me I have created a Map Layout. This Map Layout is a brilliant way for me to label various rooms in the level and helps me assemble each and everyone one of those elements together to create my level. Furthermore when I come to developing the room assets in 3Ds Max is a great use of Modular in which once I have produced each room i will then add them all together exactly like the Map Layout.

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I have developed some concept art to give a visual idea on how my environment is going to look as well as helping me when i come to 3D modelling. When developing this concept I reflected on the mood board and Pinterest images i had gathered to help me understand what is really needed to create this environment and sketch it. To further influence this sketch i have tried adding small detailed aspects, posters, benches, polls all of which are small details in a subway spot

Concept Art

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 I have created a gallery of reference images from Pinterest as this will help me gather information about this environment especially the small minor details including too the primary important details. Important atheistic to a subway is the variety of signs everywhere on the platform as posters of sighs hanging from the side of the wall of the ceiling. Tracks are import as that's where the train will actually run from so I'm going to need to inspect them a little more to really capture them correctly. That classic yellow line running across the edge of the station line and furthermore benches, posters, polls, stairs and beam lights.

3Ds Max

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To start my blockout I have first produced stands that support the tunnel of the subway station. I took a deep look into the designs of other supports for subway stations and I felt this one particular would look brilliant for my subway. I further looked at each detail of stand such as bolts on each side of the stand and small diverts on each end. Although I did make a few changes compared to the actual realistic look of the stand being a station sigh hanging on the side which you would usually find anyway on most stands to indicted to the passengers when the next train will arrive. Later on in the future of my project i am going to add textures to each of these assets including the live departure signs in unreal engine 4.

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Furthermore for my blockout i have now created some simple track for the subway train to run straight through, I haven't made too much detail to them now as this is only really a blockout which I may continue my project on but for now this is just some basic track with planks of wood as seen on an example image of some subway track i looked at to replicate this asset. Soon enough i should hopefully have a full station with a platform, track, office rooms, tunnel and an entrance into the hallway in in which i would then focus my work on or start to work on creating the actual metro train that will run through the station.

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For the platform I have added small flat circles to replicate the yellow satfy line that comes with each station, i easily ctrl + v copying each yellow strip pathment so i could spread it all the way to across the edge of the platorm. I have added too much detail to the roof as the walking simulator will be quite dark and foggy so i dont think there is any point to put loads of detail into the roof. Ive tried to replicate it to most images i have seen of subway tunnels and how the large beams above support the surface.

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I have created a roughly built and developed Blockout of the main area for my Subway Station environment.  This features an in depth platform including support beams and an office that sits both ends of the platform in which the player would explore. Futhermore a long track line and a short tunnel where the player would begin/spawn and then make their way towards the platform of the station with the small dotted yellow strip line on the edge. I have tested this blockout to try see if i could trigger any glitches or errors and so far so good. The platform runs to its standards and doesn't show any sign of errors or glitches. My next step in this projects is to attempt to try create a floating block that flies straight through the station in unreal which would potentially be the actual metro train rushing through, after this i would then create a 3D model design of the actual metro train.

Blockout

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In my pitch we talked about how I would do a few tests on trying to get a floating object to move on a triggered reaction, after further research on how I could make this possible i stumbled across a short YouTube tutorial guiding me through each step. I also had some help from a friend in my course in which i was able to finally complete and have a test video ready. In this case it is just a simple white block to show a quick test of how it would work but in the level this would potentially me the metro train rushing through the station at high speeds and making a loud roaring noise scaring the player as they jump in time.

The cinematic was a success as I was able to add a wide trigger box to begin the movement of the block, if i wanted to ever test this again with another object or to show this test as seen in this video I could easily rewind the scene and set it to its original state. This cinematic is a good way to test out which direction the object would go and the pace of the object.

Textures & Materials

In these short video I have made you will explore the progress I made when diving deeper into the mechanics of Unreal Engine 4. I'd finally finished my station blockout but was further curious as to how I would involve Textures and Materials into both my blockout and assets that were made during the process of creating my blockout. Textures and Materials are very important when creating an enviroment especially if your trying to replicate a walking simulator game. We explored Textures and Materials in our previous teams project but as I was leader for the team I didn't explore Unreal Engine 4 that much as another member of the team was assigned to that part of the project. So my knowledge of Unreal Engine has escaped my mind so I had forgot a few techniques and methods, texture and materials being one of those important techniques.

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If you are curious as to what Textures and Materials are and how much they improve assets and environments please check out my Context & Research page as you will find a section that talks about Textures and Materials. To help me explore Textures and Materials further in Unreal Engine i had my lecturer help me with the process in an online Teams call. We needed to first turn the assets into an editable poly in which would help us attach each assigned object from the asset together. I found out that it is very import to not get this incorrect as when u select another object that is assigned to the asset an ' Attach Options ' box will appear were you must select 'Match Material to Material IDs', it ensures the materials remain the same as the ones you allocated to the original object, otherwise it enteritis new materials which we certainly don't want. Furthermore attaching each object I created an export file so we could import the object into Unreal Engine 4 while also selecting Embed Media as we do so. Once loading up the Unreal Engine software I imported the bench export file which I saved earlier on 3Ds Max. The bench could then be dragged into the Unreal Project, the materials that I had earlier added to the bench in 3Ds Max would appear with the bench at the bottom tab where I could interact with the materials and explore its features more.

 A website called Textures.com is a website that offers digital pictures and textures of all sorts of materials. The website was completely free which helped me explore the mechanics of Unreal Engine more since these textures I would soon apply to the bench. Once id selected a solid wooden texture that i felt would fit suitably with my bench asset i had to save to my files so i could find it later on Unreal. 

Managing Work

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 After my Progress Interview with my lecture which you will find on my Final Product & Evaluation page i have created and made a few notes listing all of the individual things that will help my website and my project and further improve my work and get a successful grade. This also helps me show hope i am managing my work and how I go about get my work done. I made time stamps for each note that I went over on my website to help me look back at each one when getting them done. I gonna explore 3Ds and Unreal Engine 4 through the duration of the Easter Holiday, that way I have time to explore tutorial videos to help me throughout learning. Im further going to continue gathering research through my process of modelling and my final project.

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Today I decided i would take my own time to create some audio for my game for a potential menu screen where the player would start the game. Since my game being  a horror walking simulator i didn't want it to be anything too up beat and lively. As soon as the game loads up the players first impression is the menu screen and audio and I'm wanting the player to enter the game realising this is a horror game and give them chills. I'm not sure if i will use this audio or not. I mentioned not so long ago that i wanted this game to feel isolated and abandoned and i feel this audio doesn't quite match that aesthetic. To make the player feel more isolated and abandoned i think i might create some secluded water drip sounds in which would already give the player that alone feeling and really run goosebumps down their skin. Since i have spent time creating this track i also don't want the work to go to waste so i do want to include it somewhere in the gameplay but I'm not really sure when. I'm thinking to further help me make this decision i will create a survey asking to add a secluded isolated water drop noise or possibly the sound track and see what the results would be. 

Audio

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Today I decided i would take my own time to create some audio for my game for a potential menu screen where the player would start the game. Since my game being  a horror walking simulator i didn't want it to be anything too up beat and lively. As soon as the game loads up the players first impression is the menu screen and audio and I'm wanting the player to enter the game realising this is a horror game and give them chills. I'm not sure if i will use this audio or not. I mentioned not so long ago that i wanted this game to feel isolated and abandoned and i feel this audio doesn't quite match that aesthetic. To make the player feel more isolated and abandoned i think i might create some secluded water drip sounds in which would already give the player that alone feeling and really run goosebumps down their skin. Since i have spent time creating this track i also don't want the work to go to waste so i do want to include it somewhere in the gameplay but I'm not really sure when. I'm thinking to further help me make this decision i will create a survey asking to add a secluded isolated water drop noise or possibly the sound track and see what the results would be. 

Survey

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Today I put my 3Ds skills to the challenge and started to develop a Model of a metro train, I feel confident in my skills and I didn't find it much a challenge when modelling the metro train. Throughout the process I kept my Unreal Engine 4 player model next to the production of the model as scale and width is very important as we want all object or assets to be in realistic scale and size with the player.  So far i haven't gone too far into depth with the details but this is only the first few steps of my actually developing my metro train, as i have said before creating the model I'm not going to spend too much time one this model when it comes to small details as the metro train in my level will speed past the player so the player wouldnt really get a good chance to look at the model. But for now im going to continue my work on the Metro train and have a final image of the assest once complete and ready to import into Unreal Engine 4.

Metro Train Model

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Further expanding on my walking simulator game i have now started working on the 3D design on the corridor, waiting rooms and bathrooms. This is a short blockout i created for the corridor. I've kept this very simple and plain as i don't ant to spend to much time on this as I only have a few weeks left to finish my final project. On the sides you will notice i have added examples of where i would add detail in the hallway to try and replicate a natural subway hallway such as adding poster examples and door examples. In the middle of the hallway spreading across i will further add a bench assest i have made. Once the hallway is ready to be imported into unreal I will then add further detail such as door mechanics, posters, benches and lights.

Hallway Blockout

I created a map layout in pre-production of my final project to give a clear visual idea on how my walking simulator environment will expand and look from a top down perspective. Having done this has help me further produce my environment and i have now created and designed a small blockout of the map layout put into an actual 3Ds model. The scale of the map is a bit different to the actual pre-production design but this was changed because when I came to designing the map layout into a short blockout i realised that the environment had to be of accurate scale and realistic size of the player. When 3D designing the previous pre-production design there was too space and would make the player feel insignificantly small. Further noticing this i had to scale down some of the blockouts that i had designed. Now with the actual blockout being of perfect realistic size to the player i can finally say the 3D map layout is complete.

Map layout Blockout

Modular

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What is Modular:

Modularity in design is an approach found in architecture, technology, biology and games deployment. In games development modularity is applied to the environment of a 3D game through the creation of smaller components designed with the intent of being combined for the creation of new assets, props, or structures. This form of modular design draws comparisons with the plastic construction toy LEGO which uses a series of pre constructed pieces in order to produce a variety of creations.

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Furthermore I have involved the design choice of modular in my final project development process to help myself with the task of producing textures and materials on my environment model. Doing this would mean individually going through each asset on the file and giving it a material. This is important as when exporting the modal into Unreal without any textures would be exporting the whole modal as its own one texture so adding materials to every asset in the environment would help give me more freedom with what i would like every part of my model to look like and see from the players view. Introducing modular helps me slowly drag in each different part from my environment and slowly clip them together. For my environment I have created a modular selection of the Subway Station at the top, The Hallway, 2 Waiting Rooms, and 2 Bathrooms. As seen on the left i only have one waiting room but in my situation they would both almost pretty much look identical to each other. So me have one waiting room and having access to make a duplicate of the waiting room saves myself time. I couldnt apply this same technique with the bathroom as the bathroom concludes of having cubicles, me duplicating the bathroom would mean the cubicles wouldn't be in the position I placed them in.

Textures & Materials

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The process of adding materials to everything took me a while and i still need to do the exact same process on my other modular models. I had to individually go through each object on the model and giving it a material. This is important as when exporting the modal into Unreal without any textures would be exporting the whole modal as its own one texture so adding materials to every asset in the environment would help give me more freedom with what I would like every part of my model to look like and see from the players view. These materials help make the object look different; this is really good in case of change in environment or level in games for e.g. if it was to be a rocky level the object would have a material set as a more rocky texture to make the level look more comfortable with its environment. 

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Throughout this video you will see how I add my materials to everything, some assets like signs and monitors which have small detail to them like frames I have to highlight and add a separate texture to them but if one object is a copy from another object then they can be applied to the same material, when dragged into Unreal Engine 4 if I change that texture it'll change for both of the object that the material was previously applied to in 3ds.

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In the video you will see I notice a small mistake in my environment, previously i talked about applying materials to objects and how you ca then change that material on Unreal Engine. Well in this situation as u can see the highlighted object i have used not only just as a wall but also the floor for the railway to run on. If i was to apply a material to this object that would mean both the wall and floor what have the same texture as each other. I realised I wouldn't want this as gravel is usually used to place track on as seen in reference images, if I was to change this object to gravel it would then change the wall to gravel as they are attached to the same material, if that material is changed they both change. I then fixed this by making another object for the floor just putting it only just above the other object which helped but instead of doing this I could've instead selected the previous object, selected low poly, highlighted the floor like i had previous have done with the sign frames adn then gave that highlighted floor a separate material. 

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After having added all the materials to the station modular i had a long list of all the assisted materials I had added. Once i had done this i could then export the file into unreal only exporting the station modular, then all the materials would appearing along with the station itself ready to add textures. I made sure to add names to each and every material of what object i was applying to it so then once exported into unreal engine I would know what material is for what object. 

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Upon exporting my station modal i realised that if I'm going to put textures on everything then id be doing the same for the yellow station strip line. If i was to put a texture onto this module i have made for the yellow strip line it would be a hassle and hard work to properly try fit a good texture onto the strip line in perfect scale of the dots too also without any stretched textures. That being said I came to the conclusion of just making a plain simple scaled out box and then applying a texture i had downloaded from textures online. This is a before and after comparison of the two, before with no textures applied and only assets of the dots i developed in 3ds max. After being a simple 3D texture added to a scaled box assets. 

Furthermore i also changed the floor textures to give a more interesting look on the subway station, I think choosing to go down the path of using texture for me personally is good experience as I've always stuck to low poly design and no i am walking away from that and further exploring a different path with my projects. For the station floor texture i have chosen white tiles as taking a look at reference images i gathered in pre-production i have noticed a use of tiles in subway station platforms, i chose to make the textures 3D too as i think itll make the gameplay look nice and better experience for the player. 

Metro Train Model

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As I was producing my Metro train in 3Ds Max I was basing my Model of an image of an American Metro Subway and its unique design. I wanted to base my metro on the American design instead of the London Underground Subway design as my environment was to be based in the location of America and would also tell story building. I have further implemented the design of the metro with the small beam gates at the front of the carriage which only American Models have. Before i originally was going to have a simple basic rectangle like basic design fro the metro as i felt detail wasn't a big deal because the metro would be speeding right past the player. But after getting involved in the design and having an actual mechanic for the metro with how fast it would fly at the play and how the player would see it I can to a conclusion that the detail  is still very important, even the smallest. The sequence of the metro train rushing towards the player really makes the player feel like its a real thing, this also includes the unique sounds that come with the metro as it speeds past the player.

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In my Unreal Engine project i have now created and developed a fully developed working Metro run mechanic in Unreal Engine. I had a small difficulty at first actually trying to make this happen as the Metro model needed a centered axis point to move each metro train along together as I would obviously have more than just one metro because i wanted a full line of six copy and pasted metro trains all running on one line at the same speed with the first metro train. This caused some problems though as I soon realised it was unable to create a transition in the mechanic, as seen in the video usually in a situation of this mechanic the object connected to the cinematic would move with the pin point as you drag the mouse across from the starting point the object was originally set to then the beginning. 

I was very determined to get this mechanic back into the game, after having the last result in my previous file I couldn't throw away the idea i originally had for my walking simulator game. After looking into everything I came to a conclusion of possibly grouping all of the metro carriages together as one in 3Ds Max and then exporting the file into Unreal. This would then solve my problem of merging the assets in unreal further letting us now transition the cinematic. Now the cinamtic is working and i hope to finally add some audio to go with the metro train rushing through the station as it speeds past the player.

Audio

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Next for my metro mechanic in my unreal engine walking simulator I need to apply some audio that would suite the mechanic best. This means I am needing to find audio for my metro train as it speeds past the player. Luckily this isn't too difficult. First I did some small research for audio i could possibly use for my mechanic, after finally having found the suitable audio for my mechanic I had to use a website in which would help me download the audio as a WAV file since Unreal doesn't accept other any download content unless the content is a WAV file. Now having the audio downloaded and ready to be used in Unreal Engine I had to try sync this same audio with the metro train as it speeds past and leaves the players vision, this would only take a second as I only need trimming. Once I had finally trimmed the audio I was able to conclude my audio work by creating a sound cue in which I could make the audio surround sound with the player, louder when closer, quieter when away from the player. 

Through searching for the correct audio for my game I have looked into some videos that include the sorts of sounds you would get from a subway metro train. I really want these sounds to be as accurate as possible to really make the player feel like they are actually in that real situation. This also needs to be possible because audio is a very important highlight in a horror games, as we know horror games are bombarded with horrifying jump scares and terrifying moments. But these moments wouldn't feel the same or do what there purpose is, being to scare the player, if it wasn't for audio. The loud bang, creek of a door, screaming from a distance, all small minor sounds make an amazing horror game for a player. This also builds up quite the adrenaline rush for players. I am hoping to include this into my game, the mechanic of the metro rushing towards the player needs to be tense and sudden, almost like a jump scare. The loud screech of the metro train rushing towards the player would be a large impact on my horror game and add suspense and an unsettling experience for the player as they play through.

Teaser

This is my first gameplay teaser to my walking simulator that i developed in both Unreal Engine and 3Ds Max. This is only a small teaser of my walking simulator titled Transit Trauma, the small video is a glimpse of what you can expect to see in my walking simulator. The game is still incomplete and I still need to do more work before i can say I am comfortable with the final game, i still need to do more work on the other rooms the player can explore in the game. This includes textures, lighting, audio and more. I'm working on adding a collective note feature to the game as it'll give the player an act to go on and progress further in my game. Im not sure if I will have enough time to do a Menu Screen for my game but it is a main key to a walking simulator so I'm hoping to also have that done. Further more im going to update on my progress throughout this website.

Asset List

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This is my asset set that I have quickly put together adding all of the assets that I have used for my walking simulator game. This includes a vending machine, station supports, metro train, seating and office supplies. I hope to eventually add textures to each and everyone of these assets in Unreal Engine so the assets actually blend with the lighting. 

Main Menu

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The menu for my walking simulator didn't take too long as I followed a short tutorial on how I could add one to my game. The menu screen allows players to begin playing the game at their own time or maybe if they possible die in the game can quickly load back into the game and begin playing once again. I have also added a Quit Game option after the player is done playing my walking simulator game they can leave without having to use the ' Alt-F4 ' key.  Speaking upon this i hope to add a death mechanic in my game eventually so then there is more use in my menu screen. For the background of the menu screen I have taken rendered gameplay footage of the metro train speeding by to give the player an understanding of what is to come when they play the game.

The menu for my walking simulator didn't take too long as I followed a short tutorial on how I could add one to my game. The menu screen allows players to begin playing the game at their own time or maybe if they possible die in the game can quickly load back into the game and begin playing once again. I have also added a Quit Game option after the player is done playing my walking simulator game they can leave without having to use the ' Alt-F4 ' key.  Speaking upon this i hope to add a death mechanic in my game eventually so then there is more use in my menu screen. For the background of the menu screen I have taken rendered gameplay footage of the metro train speeding by to give the player an understanding of what is to come when they play the game.

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As said i followed a quick tutorial on how to develop a menu. After following each step in the video I was slowly starting to develop a menu blueprint that would allow the play to start and quit the game. Although I did come across a small problem in which the menu screen when selected 'New Game' wouldn't start the game but just an error box. After looking at the blueprint once again I realised on the Open Level (by name) nod I hadn't added a Level Name which is what send the player to the game. After checking this i finally completed and had a successful menu screen but no design.

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For my main menu screen design I have taken huge inspiration from other game titles like Resident Evil and Everybody's Gone To The Rapture. These titles have both struck my eye on their take and designs of a main menu screen. The menu screen for the walking simulator Everybody's Gone To The Rapture game is of selection choice inflaunce as the menu screen doesn't hold too much option but to rather just jump straight into the game with a 'Start' and 'Settings' option. In my case I have implemented this with my menu screen as to just have the player jump straight into the game with only few options like Everybody's Gone To The Rapture with only a 'New Game' and 'Quit Game' option. Other menu screens from games tend to add loads of other options like Achievements, Tips, How To Play and many more but as with my game i do not plan to do this as i don't want to waste the players time but rather just let them pounce straight into the game.

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As of Resident Evil I simply influence the background designs of their take on menus, each series has an outstanding background striking the player as of what treats lay for them in the game. I have further implemented this into my Walking Simulator Horror Game by adding a horrifying highlight from the game as of the metro speeding past. Furthermore I recently played the most recent Resident Evil Village in which the Font was a huge light bulb for me as I found a posh lay out font in Resident Evil Village might stick out in my game too. I decided i would give the font a try and i imminently fell in love with it and stuck with it as my game font.

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Lighting Design

Lighting has been a difficult challenge for me in my game, many things can go terribly wrong with lighting when finally built in Unreal, or even so just the lighting on textures. For me it has been a challenge as i want the most suitable lighting for my game. But the trouble is having the lighting both too bright or too low and I can never find myself in a comfortable position on what type of lighting I could decide on. But then i came to the conclusion that I give the player a torch, i felt this would solve my problem as such since the player is navigating the lighting rather than the game either being too bright or too low lighting. This was made possible with a YouTube video tutorial on how to create this as a function in an unreal level. It was a simple step by step task and also made other options available which i wasn't expecting such as using the 'F' key to turn the flash light on and off. Now that i have implemented this into the game i can say i finally am at a state where i am comfortable with the light in my game.

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Furthermore to make the gameplay experience more immersive and feel like a horror I added a flickering light mechanic into my game. I wanted to add this into my game because flickering lights are often used in other horror films or games to intensify the current situation. I also really wanted this mechanic in my game as i was already experiencing issues with lighting, not gameplay issues but rather just the level not feeling right to me personally so adding flickering lights will hopefully make the map feel more alive to the player.

This was made possible with a short tutorial I watched on youtube to help me implement this into my game which really helped me because I didn't know how to even make this possible in the first place but now i know how to do this for future projects. I'm going to spread this same mechanic around my environment to liven the level but not too much as I now have a torch mechanic.

Corridor

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I have finally implemented my corridor blockout into Unreal Engine and further added some textures and assets. For the floor I used the same texture as used on the station floor because I think it fits the environment and also saves me plenty of time. I implemented the bench assets a i produced a while back, I wasn't sure if I wads comfortable with the benches as they looked quite blocky and don't seem to fit the environment but after adding some textures to them I feel more confident with having them implemented into my level. The walls for the corridor seemed very basic and bland, I felt needed something to them so I added some posters to the walls which I think made a rather good impact on the corridor.

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After having completed the corridor i needed to implement the lighting involved in the corridor as i had previously made flickering lights which made the corridor look more gloomy. You cant see much in the image as the player has a flashlight to help them navigate through the environment but this is essentially what the corridor looks like finally complete. As talked about previously on my context and Research page I'm glad I was able to involve realistic lighting into my corridor as the light reflects of the shiny floors, making the game look much nicer.

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Waiting Room

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I've implemented both waiting rooms into my environment alongside the assets chairs, and vending machine. This task was one of the easiest for me as I could copy and paste the other waiting room and move it to the opposite side of the first waiting room. All textures I used for the waiting room i had grabbed from previous environment and where easy to apply as i used the texture coordinate tool in unreal to help me apply the texture to the floor. The waiting room chair where very simple as all i did was create a line in 3ds max and then turn it into a 3d model by using the extrude tool. The vending machines i had mad long back and thought id be nice to implement them into the waiting room to make the room feel less empty.

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Same as before with the floor textures, the same 3d textures ive used everywhere else but now i have implemented a more bathroom wall look as i felt the previous grey walls didn't suite the bathroom at all, so i found a nice 3d texture to make a change to the walls in the game. The bathroom mirrors I crated with a normal material but with a few tweaks i connected a node to both roughness and metallic and turn metallic up by one. this then created a mirror which was great. The sinks i felt where poor in terms of my skills with 3Ds Max, they look unprofessional and out of place, but I didn't have much time to focus on making sink than other important things needed to be done. The bathroom stalls where as quite big compared to the player and I didn't really have time to make a bathroom toilet as i had a strange struggle and a hard time making one so instead a applied doors to the stalls.

Bathroom

Jumpscares are special and a grand highlight ot thte player, in this jumpscare i created the player will notice the strange tall black figure staring at them from the glass window from a room with a door to enter inside. As the player you are curious so you enter the room but when you enter a terrifying short violent violin track plays as you notice the strange tall black figure that was previously looking at you from that same room is no longer there and has disappeared . This small jumpsacre builds the players expectations up and introduces them to what them can expect from this thrill seeking walking simulator game.

The peak through the door jump scare was an idea from another students game that came to our college, me and my mates played there game and this idea really caught me. The one thing the student didn't do though was a jump scare. The students game concludes a door slightly open just revealing blood stains and a broken chair. I thought that drags the player in as they are interested to found out what else lurks in the cupboard and what caused the mess. as u lurk in a massive black figure shoots out at the player. I found this to be one of the best jump scares in the game as the player doesn't expect it. I caught quite a few people with the jump scare when they played my game but i wish i had actually improved the cupboard a bit or maybe the cupboard more obvious as some players seemed to actually miss it.

The walking black figure isn't as such a jump scare but sends the player with fear as its very unpredictable and now they don't know what else to expect. This was a quick an simple sequence in the game as someone mentioned adding more or the figure into the game and send more chills to the layer so this was really quickly implemented into the game. But sadly same problem with the previous jump scare others seems to miss it. So to fix that we put an audio sequence with the walking figure to hopefully make the player look about which works, kind of. the audio wasn't really facing the direction of the figure as he roams across but like i said this was just a quick add.

Jumpscares

Final Survey

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