My Paintball World Game was created in 2020 by using Unreal Engine 4. I finished refining this game in 2021. This game takes the player through a fun paintball battle ground where random targets display while the player can take out targets using paintballs. The player's game environment is in a bright vibrant course full of large obstacles, twists, and turns. The player has to reach the finish line to complete the game.

I included this project in my ePortfolio to showcase my ability to use c++ code to generate in-game platforms and objects. Also, this game demonstrates the ability to allow players to draw on the in-game blackboard to make their own designs and pictures. My game shows how in-game experiences can be enhanced by using sound effects, background music, random target triggers, and colorful paintball decals.

Development Tools Used:
- Unreal Engine 4
- Adobe Photoshop
- MS Visual Studio
- Audacy

Skill Sets Demonstrated:
- Game Engine Mastery
- 3D Graphics
- 2D Graphics
- Game Physics
- Complex Logic Problem Solutions

During game-play, random targets will pop up in the level. The player can take out the target with paintballs.
Each player can express themselves by drawing random pictures on the giant paintball blackboard.
After crossing the finish line, the player will be greeted with a crowd applauding them and a Congrats screen.
Development Reflection:
During the creation of this game, I realized the power and flexibility that Unreal Engine 4 offers developers by letting them create games with Blueprint Scripts and c++ code. Unreal Engine has a unique macro code system in place that easily allows the developer to expose code generated objects to the Unreal Editor. This allows the developers to modify code generated objects outside of MS Visual Studio. I also learned that Unreal Engine has the flexibility of using third party plugins such as shaders that can be easily applied to actors generated via c++ code.

Some of the challenges that I faced included applying 2D paint splat decals. It was a challenge to get the paint splat 2D decals to display at the point of impact and to get the decal to have the same random color generated as the paintball. Ultimately, I was able to implement a combination of dynamic materials and Blueprint scripts to apply the same paint color to both objects in-Game. In regards to refinements, I received feedback to diversify game-play. Initially, the game had no end goal and no targets for player interaction. Also, sound effects were limited to paintballs being shoot and hitting objects in-game. To incorporate the feedback I made the game a multi-level game with a finish line. Also, each level has to be navigated differently due to diversity of in-game terrain. I also included background music and random pop-up clown targets to add diversity of play. The combination of all implemented refinements led to a complete start to finish immersive game experience.

Paintball World
Published:

Paintball World

Published: