A quick update on why I am living in Japan and what I have been doing lately.
My Experience with IC3D’s Toys for Tots: The Future of Playtime!
This year I participated in IC3D’s 2022 Toys for Tots program. IC3D is a company that uses 3D printing to make manufacturing more accessible. They offer a range of services, including custom equipment and design, as well as their own line of 3D printing filament. I was introduced to this program by a colleague of… Continue reading My Experience with IC3D’s Toys for Tots: The Future of Playtime!
Mapping in Source 2
Introducing… Hammer Recently, I was lucky enough to be given an early access developer key to S&box, which is a spiritual successor to Garry’s Mod. S&box uses the latest version of Source 2. As S&box’s API is still in heavily development, I decided to learn its map editor, Hammer. Two of the most helpful tutorial… Continue reading Mapping in Source 2
Old Game Dev Projects
After looking through some pictures of abandoned game dev projects, I realized I should add them to my blog as a mini portfolio. The following pictures are from various projects I have worked on over the last two years. They are ordered from oldest to newest. Every 3D model was created by me, except for… Continue reading Old Game Dev Projects
UHG Week 11 – Creating The Forest
Growing a tree In order to create a lush forest, we need a proper tree asset that we can place all over our level. I was able to find this great tutorial on YouTube by CG Geek. This was the tree model that I came up with: Next, I needed smaller plants to cover the… Continue reading UHG Week 11 – Creating The Forest
UHG Week 10 – Footsteps and More 3D Modeling
Random Tweaks and Additions With the help of a friend, I was able to add a cool tweak to our Enemy AI. I initially wanted the AI to always spawn behind the player. This is because it would seem rather jarring to have the Enemy randomly pop into existence in front of the player. I… Continue reading UHG Week 10 – Footsteps and More 3D Modeling
UHG Week 9 – Creating Creepy AI
Initial AI Planning To create our enemy AI, I wanted to create a pseudo flow chart that gives an abstract layout for how our AI will function. The logic for our AI will live in a Blueprint object called a Behavior Tree. The Behavior Tree lives in our AI Controller and tells the Enemy Character… Continue reading UHG Week 9 – Creating Creepy AI
UHG Week 8 – Finishing Objectives
Radio Towers and Computers The goal for this week was to finish creating the remain two objectives. Here is a short recap of the three objectives our player will need to manage: Keep Generator fueled Repair Radio Tower when damaged Reset Computer Equipment at the house With the help of our redesigned objective system, creating… Continue reading UHG Week 8 – Finishing Objectives
UHG Week 7 – Code cleanup and UI
Streamlining Objectives The original plan for Week 7 was to finish the other two objectives. As I was creating the radio tower objective, I had an idea. I thought it would be more user friendly if the player was given a prompt to interact with the radio tower. I also wanted the player to hold… Continue reading UHG Week 7 – Code cleanup and UI
UHG Week 6 – Lasers and Gasoline
Implementing the generator This week was all about adding a simple generator and refuel system that our player will interact with. When the generator has fuel, it will turn on the PowererdLights via our MyGameModeBase class. This means that I had to create a system that allowed the player to interact with objects by looking… Continue reading UHG Week 6 – Lasers and Gasoline