Vincent Torres's profile

Vincent Torres GAM-495 ePortfolio

Vincent Torres GAM-495 ePortfolio
Artifact 1: Blizzard Sword
Artifact Description:
This is a 3D model of a sword that could be used in a fantasy game.
Tools Used:
Maya 2020
Arnold Render
Highlighted Skills:
3D Modeling
Reflection:
Creating the artifact was performed in class for GRA-202. What I then implemented was providing a rendered texture to the model to make it seem more like a game object. At first, I simply added basic materials and rendered a turntable but as the polishing continued I decided on materials that would make the model look more like a real sword.
What I did in GRA-202 showed me how to make a model using a single basic shape. This is where my model was made by using only one shape. The problem with this is in applying materials and textures. I should have separated the blade, the hilt, the pommel and the handle to have an easier time making adjustments to the model and in providing textures and materials.
This made a simple challenge of needing to click faces rather than objects to get the materials to display correctly. I also have always had challenges in rendering as I cannot seem to get lighting to work in my favor. The model that is submitted has some reflections from the base plate that still show up on the hilt and I would have liked to have determined how to remove that.
Most of the feedback I had on this artifact was from my wife. I tried to apply appropriate colors to the model to make it seem more realistic. This was difficult at first because I was trying to make a fantasy sword. I think going after a real sword approach allowed me to see how to make a better sword for a future 3D model to better capture the essence that I was aiming for.
This artifact was improved from a simple 3D model to a rendered 3D model. The model provided is still a low poly model but the rendering shows how the weapon can be showcased in a game. Further improvements could include a high poly model as well as adjustments to the design. I would have liked to had a better looking gem in the hilt and I think starting a sword from scratch to provide the separated pieces would allow for easier rendering later in the process.
Artifact 2: Fuzzy Farmer
Artifact Description:
This is a simple top-down game where the player tries to collect fuzzies on the map.
Tools Used:
Unreal 4
Techsmith Capture
Highlighted Skills:
Game Engine Mastery
Game Physics
Complex Logic Problem Solution
Reflection:
Creating the artifact was performed in class for GAM-303. What I then implemented was providing a more challenging experience by including a point system. 
What I did in GAM-303 showed me how to make a game with a simple HUD and countdown system. I was able to make a top down type of game by adjusting the camera mechanic of the game and allowed the Fuzzys to be collectible. I was able to apply simple materials and textures from the starter content. This allowed me to focus more on the gameplay and less on the 3D modeling. I wanted to make a simple game and I feel quite successful in the end product. However, with further development, I would have liked to include a menu that allows for restart of the game and more AI features such as movement of the Fuzzys.
Since I was able to create a good working prototype, this was my easiest work to polish. This is definitely a project I was happy to get to this point because I can see what else is needed to publish a game. Many current games have a point system to improve replayability. By simply adding points based on time, players can try to beat their own score. This feels more like a game rather than collecting Fuzzys only because they were told to. This simple addition makes the prototype feel more like a game.​​​​​​​
Artifact 3: Maze Tag
Artifact Description:
This artifact is a simple game of tag in a maze. There are additional fire obstacles, rock obstacles and point light elements.
Tools Used:
Unreal 4
Techsmith Capture
Highlighted Skills:
Game Engine Mastery
Graphic Interface Design
Game AI
Game Physics
Complex Logic Solution
Reflection:
This artifact was created in GAM-312. The artifact started as a game that had multiple aspects but there was no cohesion between the different aspects. Polishing the artifact consisted of making an actual game with what was already made. My decision was to make a simple game of tag where the player travels a maze trying to tag the AI. I learned that even though I had all the aspects needed, I did not have a game. The game needed more than just pieces to be a game. I needed to have the pieces interact in a way that a game could be played. The biggest challenge that I faced was creating a map that made the game work. I used the same map footprint which seemed like it was bigger than what was necessary. Moving forward, I would like to create a game where the map is considered during early development so that an appropriate sized map will be used. The biggest feedback that I received for this artifact was for the individual aspects. The feedback incorporated was to make the various aspects function and was accomplished successfully. This artifact was improved simply by becoming a true game rather than a world that shows several aspects of the game.
Artifact 4: Controller Map Tool
Artifact Description:
This artifact is a simple tool where the player enters different quadrants of the map and the controller layout changes. The tool has started with keyboard and mouse inputs but later can be implemented with video game controllers.
Tools Used:
Unreal 4
Techsmith Capture
Highlighted Skills:
Game Engine Mastery
Graphic Interface Design​​​​​​​
Game Physics
Complex Logic Solution
Reflection:
This artifact was conceived in GAM-465. This game tool started with developing a map that could be divided into quadrants. I first started with the map given in the third person game starter content. I then adjusted the map by copying and pasting the map into 4 quadrants. I changed the quadrants colors to distinguish the different areas. I then simply made a box trigger where the OnBeginOverlap function would be called to change the Jump input action. In order to display that the button had changed, I also printed the button to the editor. This developed further by changing the axis mappings in the areas. As this idea was only a concept, I learned that there are action mappings and axis mappings. I can see how the concept can be further developed with both axis and action mappings depending on how combat is designed. I felt like the action and axis remapping was fairly straightforward but I did notice that printing the text to the screen did not originally work as I expected. Further, sometimes buttons did not remap correctly and I think that there may need to be additional code that occurs on end overlap. This artifact has received the least amount of feedback as it has only now been developed. I have taken the feedback of implementing the work and getting started. I think further development will be useful in making the tool more useful. This artifact was improved by starting at a concept and ending in a working prototype.
Vincent Torres GAM-495 ePortfolio
Published:

Vincent Torres GAM-495 ePortfolio

Published: