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Unreal Engine 4 Projects

These are the Unreal Engine 4 projects that I have done, and are worth mentioning. There are not nearly as many as in the Unity portion of my portfolio because I haven't been using it as long, and still have a lot to learn. Hopefully, I will be posting more projects on here soon. I am really trying to expand my knowledge of game engines in general, and I believe that UE4 is the next logical step towards achieving that goal.

Turbo Tunnel

May 20, 2018

Turbo Tunnel is an infinite runner style game that I made by myself as a kind of tribute and recreation of another game that was similar to it called Slipstream (Used to be found on Candystand.com (R.I.P.)). I enjoyed making this game because I got to do my own take on a game that I used to play and enjoy. As far as the game play goes, I'm happy with the way it turned out, but I'm disappointed with the way that it ended up visually. I'm no artist, and that definitely shows, especially with the UI. I personally made all the art in the game except for the explosion and the textures. Despite the textures not being my own creation, the materials are something that I made. I used some free textures from the Substance plugin, and made my own RGB masks to specify where and how the textures were applied to the meshes. Overall, I'm happy with the way that the project turned out.

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Steam Page: https://store.steampowered.com/app/859090/Turbo_Tunnel/

HTML 5 version: https://meganaught.itch.io/turbo-tunnel

Ninja in Training

October 10, 2017

My second game to be publicly released through steam. Ninja in Training was made in Unreal Engine 4 with the blueprint visual scripting system. I was the sole developer of this project, but I did use art and music from the Unreal Marketplace to give the game a much more polished feel. This project was interesting to work on for several different reasons. First, I enjoyed making the mechanics of the shuriken and the targets. Seeing how different behaviors felt, and changing it so that it would feel better to throw the weapons at the targets was intriguing. I went through several iterations before I got to a point where I was satisfied with the way that it felt. Another reason that I enjoyed this project was that it was my first real implementation of "Save Games" in UE4. I believe that this was indeed a step up from my last project (Castle Demolition VR), and I look forward to what I am going to do next.

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Link: http://store.steampowered.com/app/730010/Ninja_in_Training/

Castle Demolition VR

September 01, 2017

Castle Demolition VR is my first publicly released game. I used Unreal Engine 4 and its blueprint system to make the game in about 10 days. This was a solo project, and I made all the functionality myself, but I purchased art/music packages from the Unreal Marketplace to give it a more professional feel. Although this was a very short project, I learned a lot about the publishing process. I was extremely excited to get this project to be available on Steam.

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Link to is on Steam: http://store.steampowered.com/app/693500/Castle_Demolition_VR/

Inverted Odds

April 26, 2017

Inverted Odds is a 3rd Person Shooter, developed over the course of 4 months. It was made by a group of 4 people (Myself and 3 others) in Unreal Engine 4. Inverted Odds offers fast-paced action with a focus on enhanced movement throughout the levels. The enhanced movement includes sprinting, sliding (Much like in Tribes: Ascend, but not to that extreme), wall-running, and an object-climbing system. One of the more unique features of Inverted Odds is its dynamic levels. The levels themselves actually move based on to position or value of the objective. For instance, in King of the Hill mode, the objective area is always at the lowest point in the map so that the players can easily slide back to the point of interest. A personal challenge that I faced during development was trying to make AI work in an ever-changing environment. Getting the actual behavior of the AI to work took time, because this was my first project in Unreal Engine 4, but it wasn't the main problem. I quickly discovered that having a level that rotates 95% of the time that the game is playing isn't conducive to AI navigation. Unreal's navigation system couldn't recalculate fast enough, so in the end, the AI had to be dropped from the project. After that, I transitioned to level design where I made the "King of the Slant" map called Factory in the game.

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If you want to watch the Postmortem of the game, this is the YouTube link: https://youtu.be/0M2wNj1tnxI

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