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My playable games + environment
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My playable games + environment

by alexthegreat on 31 May 2021 for Rookie Awards 2021

This entry is focused on 4 environments I made over the last year, some playable (programming included) and some just visual purpose. It's been a great year as learning experience, I explored different departments in the videogame industry.

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Hello everyone my name is Alejandro Andrino, im a 19 years old student living in Spain and im going to be presenting you some of the projects i've been working on for the last year and a half, at the UA School, Valencia. 

Before showing some project in detail, here is my demo reel for the first year of projects:

Diorama Room: For this project, the objective was to model and create the diorama scene from scratch. Everything modelled (maya), textured(substance painter), sculpted(zbrush) by me. The lighting and the overall apocalyptic feel is what makes me love this diorama, inspired by The Last of us. 

UDIM: 1 // Triss: 2.235 // Verts: 1.184

Post Apocalyptic Military Base: For this project I decided to make an abandoned military base in Unreal Engine. I took some inspiration from the military area in The Last of Us 2, such as the crates and the tent. The environment is set in the middle of the forest; where the base has been abandoned for several months (looted). I created all the big assets from the scene, and megascans helped me fill up the environment with smaller objects (chairs, papers, barrils and vegetation).

The videos were built in premiere: They show the different maps. *Video shown ontop, in Demo Reel. 

Overall happy with this, but definetly could improve (adding birds and more wildlife would have been an extra point).

Here is a model of a Tank I made. The tank was modelled in maya. The tank in my Military Base scene was broken intro pieces so it looks more realistic. UDIMS: 5 / PolyCount Tris: 56.798 (29k verts). 

The Murk: A First person horror game that drags the player into paranoia and paranormal activity. The main focus of the project was the environment design; a creepy, sinister cold atmosphere similar to the one's accomplished by other games such as Outlast.

However, I decided to take the project to another level so I added some code in order to play it and get the real "in game" feel. (Locked door - key system / ambient sounds / assets movements / basic inventory system / flashlights / Main Menu and more.). I worked alone in this project and took care of everything, from modelling the creepy Mansion, to lighting, to production...However it wouldn't have been possible to get this result without the help of some assets available at the Epic Store.

It was pretty tough to work in a night environment, you really need the right reference and optimization if you want to run it well in ray tracing (my case). Some improvements include better optimization, fix some light issues (screen darkens when looking at specific spot), and few more.

I modelled the house, and applied tileable textures to it. Tried to recreate the house from "IT" on the outside, and the interior like the reference of an artist. 

FPS Sci-Fi: This project has a bit of everything. It's a FPS inspired by "Alien Isolation" that includes a first level CutScene inspired by the masterpiece "Mass Effect". There is level design work, assets and shaders personally made, Blueprint programming and Level Sequencer work.

This project helped me improve my different skills related to the making of a videogame.

A lot of emphasis was put into the code of this game. It wouldn't be fair for me to put screenshots of the blueprint code here because not a lot of people would understand and it belongs to me. But here are the requirements that meet my game: Main Menu, Pause Menu, Game over; saving and loading system; IA pathfinding with sensing and abilities; correct animation blueprint; IK system in hand of fps and IK in feet positioning; 2 particle systems and more. (all personally made). 

More credits in the videos.

Here is how the material shader looks of the planet. Pretty complex but complete, I can instantiate the material and modify a lot of things quickly, such as cloud movements, planet color, type, brightness and more. 

AI behaviour tree. Everything fired from tasks (custom events). NO TICK EXE. Line

Here is where my entrance finishes. Hopefully eveything was clear specially with the YouTube videos included. It's been a blast of a year, really happy to work/study more in this industry and see progress. 


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