Wednesday, June 3, 2026

Sprint #2 Delivery

 First, I completely fixed our folder structures in Perforce and Unreal to be more asset effective. 



Next, I worked on the character rig for Sol. The rig is still missing finger controls and an advanced facial rig. However, the rig does have Fk, Ik, stretchiness, space switching, and scalability. 




For this sprint, I also looked at pipeline techniques and attempted to integrate a Maya to Unreal live link for our character rigs and cameras. This workflow would speed up our process when exporting and importing to and from Maya and Unreal Engine. However, I have not yet had luck with installing the plugin and getting it to work for us.



Wednesday, May 20, 2026

Sprint #1 Delivery

1. Worked on assigning tasks and ran meetings for In Plain Sight team.

 2. Debugged camera issues in Unreal and rendered out the sequences in Unreal that contained the proxy cameras.

3. Perforce Project Setup:

Third person Unreal project setup with correct Perforce ignore file and matching source folder structure.





2. Dispatch Style Reference Collection:




 

3. Proxy Set Dressing
4. Detailed Sprint Plan



Tuesday, December 2, 2025

Medusa 'A' Stage

Medusa 'A' Stage

  • Two in game cut scenes to move object that are obstructing the escape route. They are triggered by user keyboard input
  • Beginning cut scene using sequencer to establish the story
  • Updated all character blueprints with newest models, rigs, and animations
  • Helped integrate gameplay flow from menu to playing the beginning cutscene to playing the level.


- This last video shows the blueprint pathway that illuminates and helps the player navigate in the correct direction.
- Additionally, the video shows the use of mirrors in our scene.
-Lastly, you see the end lose condition where Medusa catches you before you can escape the garden.


The screenshots below are for the cut scene sequences, the mouse character blueprint, the illuminated path blueprint, and the blueprints for moving the soil bags.











Thursday, November 13, 2025

'B' Stage

'B' Stage

For this stage I mainly iterated on the existing scene. 

1. Updated torch vfx blueprint: added a torch holder, material, and smaller / slower fire particle vfx

2. Offset the torch light flickering function

3. Iterated on the trees to include more leaves and created blueprints with objects (new modeled rock and fern asset) covering the area where the tree meets the ground to rid of the CG tree feel. I only did this for the trees inside the walls because the ones outside will not be seen. 

4. Added more glowing stone blueprints around the map, indicating possible paths for the player

5. Updated rat rig: deleted cape controls and cape, created tail rig, created the ability to animate the spine in ik or fk with space switching options for the shoulders/ arms to follow either, and added eyebrow controls. I accidentally changed the hierarchy of the controllers, which resulted in lots of troubleshooting to fix referencing issues within the animation files. I did however fix it!

6. Created a start screen menu and connected the start button to the main, playable level. The "Quit" button is connected to the quit game functionality.

7. Added in our sound fx wav files and connected them in various ways. The start menu and level play the background music upon start. The torches produce a fire sound fx when the player enters the triggerbox that surrounds them. The run animation is connected to footstep sfx.

8. I also created an Overwatch style leaf in Photoshop to use for the little bush planes.















Thursday, November 6, 2025

'C' Stage

 'C' Stage

  • Lighting: new Overwach reference, torch flickering light
  • Rigging: working ik for arms & legs, new skinned model, and set driven key ear & hand shapes
  • Niagara vfx: torch fire and smoke
  • Houdini: Procedural tree geometry creation 
  • Materials: torch flickering light, subtle wind effects on trees
  • Collecting sounds: torches, footsteps, snakes, ambient





Test VFX






Sprint #2 Delivery

 First, I completely fixed our folder structures in Perforce and Unreal to be more asset effective.  Next, I worked on the character rig for...