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Showing posts from 2019

Phantom Culprit: The Showcase

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Gallery Below are images from the game, showcasing 12 weeks of work.

Phantom Culprit: Lighting and Materials

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The Lighting Lighting and materials play a massive part in the immersion of a player into the game world. I read articles published by Epic themselves on how the lighting system works in the Unreal Engine and the best techniques to light each part of the level. Static, Stationary and Movable lighting - (detailed in Phantom Culprit: Level Creation) Materials and their properties - PBR materials (detailed at the bottom of this post) Reflection spheres - capture and reflect light in a lighting build Post processing - edit lighting, bloom, colour grading, camera effects  Exponential height fog - dense fog with light scattering The reflection sphere captures the light from outside the windows, the ceiling lights and the emissive light from the vending machine then reflects that lighting to the surroundings. The floor has a shiny reflection compared to the rougher walls. The Materials The second part of a great lighting setup is PBR (Physcially Based Rendering) materials.

Phantom Culprit: The Finished Level

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The Police Station The Layout The police station level is in the last steps of completion with the layout finalised, props added and details placed. All that is left to do is work on the objective system, AI layout with any spare time being used for asset creation to fill in any finer details. Overview of the ground floor of the police station. The layout was originally planed to be 'free roam' with the player being able to open most doors and explore the level as a circuit. However during play testing, done by myself and 2 others, I found this approach would mean players could miss over half the level and complete the game too quick. Instead I locked the door to the right of the starting room (The main hall in the center middle) and focused on creating a linear route.  The Linear Approach The linear route. This route leads the player from the starting room, round the left hall, through the briefing room, past the armoury. The player can then go to the en