Dominic Webster's profile

SNHU GAM-495 ePortfolio

Dominic Webster Game Developer Portfolio
Artifact I: 3ds Max Shield

The following is a 3D model of a shield that could be used in medieval times. The shield is quite large and would be used the largest and highest ranking of knights to protect themselves. The front of the shield has a dragon-scale-like texture, and it is surrounded by a worn bronze. The back of the shield is a leather with metal tacks throughout for extra durability, and in addition there are two braces for an arm to go through to hold on to the shield during battle. The only tool used in this asset creation was 3ds Max. The skills this project highlighted were attention to detail, eye for design, troubleshooting, ability to learn on the fly, and adaptiveness. 
Shield Animation
Shield Animation: Lighting effects showcase the materials on the shield, and the different aspects of the shield.
Artifact I: Reflection

The process of creating this shield was all over the place. Creating the actual shape is fairly interesting and intuitive, especially because I have experience in other Autodesk programs. I definitely would need to spend more time in the program to gather a better feel with it, but it still felt natural to me. The aspect that was more difficult for me was the UV mapping for the texture of the shield. It can be a difficult and lengthy process, especially with more complicated assets. 

What I learned while creating this asset is how to develop a 3D asset, render a project--in video and image--and how to create and add materials to an asset. 

The challenges I faced with this project were plentiful. I had issues with the rendering settings, creating materials that looked correct to source image, and creating additions onto a curved object. 

The feedback I received was that this asset was fairly simple and primitive, so I wanted to make changes to this asset that makes it feel more realistic and believable in a medieval world. To do this I changed the materials that were on the shield, I gave the shield a slight curve (as apposed to a flat surface), and I added the two straps to the back so that someone could actually hold on to the shield. With these improvements I believe that I achieved my goal of making a better looking and more realistic shield. 
Artifact II: Treasure Hunter Game

This game is a endless runner that has the player pick-up coins while avoiding obstacles. The tool that was used for this artifact was Unreal Engine, and specifically the Blueprints system within Unreal. This artifact showcases the use of Blueprints to create a procedurally generated game with varying platforms, random obstacles, and pick-up items. This artifact also showcases the ability to create a fully exportable game. The game has a fully functional menu that includes options, a play button and a quit button. Inside the game the player can also pause the game and has access to another menu. 
Artifact II: Reflection

The process of creating and polishing this artifact was fun, and I could spend months adding various platforms, pick-ups and obstacles to the game. I learned how valuable and amazing the Blueprints system is within Unreal Engine. Adding more features to this project with the use of Blueprints would be a breeze. There were not too many challenges faced when creating this artifact, but I know as I expand it to be closer to a functional game, there will be issues. Adding pick-ups that have multiple aspects to them (e.g. ability pick-ups that have a timer attached to them, and have a special power associated with them) could be a major challenge, but look forward to this challenge. 

The feedback I received for this artifact was that I should make changes that push the game to an executable on a desktop. To do this I first added the main menu with the three different choices, and the option choices. Next I wanted to make sure that the game could be paused, and the player could quit the game or return to the main menu. Once those features were added I completed the process to create a desktop application of the game. 
Artifact III: Plugins Proof of Concept

The following artifact is the start of a paintball game, but its main purpose was to showcase the creation of varies plugins and shaders. In the first video, when the game launches the player will see C++ generated cube actors and fog in the level, and the level also has multiple AI characters that randomly walk around the level. When the player fires their gun the impact of the projectile leaves a randomly colored and paint splat, and if the player hits the AI it will play a death animation. The second video shows a separate level that has a wall with texture that changes when the player pushes the "1" or "2" key. For this artifact I utilized both Unreal Engine and Visual Studio. The skills this artifact shows are knowledge and utilization of C++, plugin creation, blueprint utilization, debugging ability and AI creation.
Video showcasing the paintball level
Video showcasing plugin that allows player to change texture of an object. 
Artifact III: Reflection

This was by far the most frustrating and difficult artifact in this portfolio. When creating the plugins, C++ actors, and shaders, I encountered numerous errors during development that had to be rigorously tested and debugged. Often times the artifact would crash and could only be opened through Visual Studio. When polishing the artifact I encountered far fewer bugs, but I still encountered some when it came to implementing the AI characters death animation.  

The thing I learned most during the process of this artifact was how difficult game development can get. At times you need to dive into C++ code to get an element to function correctly, and understanding the code is vital. The blueprint system is great, but it has its flaws, so having the ability to create an element in C++ is a big advantage. The biggest challenge was realizing that even when following a tutorial you still will encounter errors, so it is important to be able problem solve and debug every element of your project.

The feedback that I received for this game was to add additional elements to make it more like a game. Initially the artifact was just the player walking around shooting nothing, so first I added the AI characters, and then I added the death animation to them. I couldn't figure out a good way to incorporate the player changing texture plugin, but it would be a good puzzle mechanic. This artifact improved by adding in more game mechanics that make it feel more like a real game idea.
Artifact IV: Level Design

This artifact showcases a level proof of concept. The proof of concept that is for a multiplayer level in a first-person-shooter game. The level size is designed for a player amount of 4-10 players and is designed for a high-paced gameplay with near instant respawn times after death (the video showcases initial spawn locations for each team, but there are other spawns strategically placed throughout the level for respawn during play. The level is designed to have tight spaces with long sight lines in areas (ideal for sniping), and since the level has tight quarters it wouldn’t be optimal for a third person shooter, but it could be altered to fit the needs of a third person game. Also added in this artifact is the ability to aim down the sights and sprint.

Below is an initial drawing done in AutoCAD, and a video of a player inside Unreal Engine interacting inside the final level design. The skills that this artifact highlights are unique level design, game engine mastery. 
Artifact IV: Reflection

The process of creating and polishing this artifact was one that I enjoyed the most. My favorite games have and still are FPS titles, and I grew up admiring the level designers on Halo. This map takes inspiration from some Halo and Call of Duty multiplayer maps. I love the challenge of creating a fun and engaging multiplayer experience. When creating and improving this artifact I learned about all the small details level designers look for when creating maps. Sight lines, spawn points, power weapons, and conflict zones are all important when creating these maps. 

The biggest challenge with this artifact was juggling all of the ideas and concepts. Going from idea, to drawing, to final level doesn't always translate perfectly, so you need to adjust things constantly. The feedback I received was to add concepts to the artifact that makes it feel more like a FPS game. This includes adding in spawn locations, changing the number of players in the game, weapon pickup and creating an aim down sights mechanic. I wasn't able to create a weapon pickup ability, but that is the next addition. This artifact has improved in numerous ways. The main one being that it feels close to an actual playable multiplayer map. There are some aspects that may need to be tweaked once play testing beings, but overall I believe the map is well designed and unique. 
SNHU GAM-495 ePortfolio
Published:

SNHU GAM-495 ePortfolio

Published: