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Walking Simulator Mindmap

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These are some websites I was in a little team with looking at them reviewing them. 

I was reading through them thoroughly, to get an understanding on what I need to do and understand what I am doing and how to do it well. We went through and reviewed 3 of these websites. There was a lot of work as expected but it was good I got to see because I was overthinking here and there about how much work was demanded. 

Lone Space Creation

Working on the Lone Space project I began on the bedroom which is your spawn location, spawning next to the bed which indicates the character waking up. From the theme being sci-fi the area itself is going to have its sci-fi aspects however with some furniture and decoration may look "normal" having no theme but it adds the detail in place and suits it up. Some of the furniture you see here are assets I made in the team project, the mattress, sofa, and table I imported these into the bedroom. However, with the mattress I deleted the bedframe to keep the pillow and mattress. Everything else is newly made in the scene. These screenshots are fairly new and will be updated as I progress adding more detail and newer assets, details in the scene

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In this screenshot is showing the other half of the bedroom, for some interior design I added my sofa and table I made in the last unit (group project) I made a desk that is placed in the corner is something new I have made, it was some inspiration from the game "We Went Back" as I plan to put some sci-fi decoration on the pin board. Along with some sci-fi posters on the walls. As its blockedout and semi detailed I have inspirations that will be implemented into design.  

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This is something in a new section, the bathroom. This was something that was simple and easy to add and a bathroom you might picture. Since we are placed on a space station it would make sense to have on somewhere placed around. It was kind of rushed making this because I didn't have much ideas for this bathroom block as I haven't put research into modelling this. When I model the next rooms I will be prepared with research behind me to make these.

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A screenshot of a corridor that goes to the bathroom and bedroom, on the right there is a glass window that has a "unique" shape giving the space look, I just made this with the bevel tool to create the shape. this was made quick and simple with no reference to the creation. For the glass I put another box that fills the gap and turn down the object opacity to make the glass look see-through, I also done this on the bedroom with a circular window. 

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The gym was next up, made on the same floor as the kitchen, it was a big room with area so I had some room to fill. I feel like this was a good addition to add into my build. There isn't much you can see here as I had some gym equipment I have downloaded ready to place into Unreal, all that was added in 3Ds Max was a dumbbell rack and some mats along with a mirror and pin boards. I got this inspiration from looking at common rooms and having that all in; a kitchen, gym, and seating area isn't a bad idea 

On the right is the kitchen made, it was something that came to mind first when I worked on the big room, the kitchen was the first thing to mind. In my sci-fi project the inspiration was a kitchen that I made in Minecraft I intrepid this idea again just changed a little bit. The development making this was a bit quick as it was just mostly copy and paste, and the sink there was from the bathroom block just boolean to fit into the environment.   

This is the upstairs floor and command room, the only upstairs floor, this room is underneath the gym room, what I plan to put in this room is a holographic map displaying in the middle table, along with that I plan to place some more holographic stuff in the area. And most likely adding some details onto the shelf. 

This isn't much to look at however it is the project with assigned texture maps to it that will be imported into Unreal to be allocated with. I will find some textures to apply possibly from Textures.com. 

Unreal Product

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Lone Space kitchen .png
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Lone Space Unreal Render Bedroom.png
Lone Space Hallway.png
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Lone Space kitchen unreal.png
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Lone Space sofas unreal.png
Lone Space gym unreal.png
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Lone Space map room unreal.png

These are screenshots are from my final Unreal work, as the game is in its finished state these are the screenshots I've grabbed for the work to be looked at, here it has the inspiration and games/film I've looked into for getting an idea on what to create. For what I was going for it went to plan, at the end having the light and dark textures together being in an area that is functional and here for a space crew. However there was more thing I wanted to improve and that was adding more detail to the window for the character being able to see through them looking into the empty space of time. However for that back up I had a picture and used it as a texture to imitate what I waned to go for. But this is something for room of improvement for what future designs have for me. There was also a little mistake I had when I imported my work; the floor was uneven making some assets floating in the air, I only noticed when deep in development and I had imported everything in as one mesh so things could go smoothly and making it easy for me so I don't have to take more time into placing things however if I did then I wouldn't have floating assets. However it was dead simple just slapping on the textures making that pass by. But the only struggle was thinking on what to texture with on what but I came around that having a scheme. The texturing was rushed but it has aesthetics to it 

Lighting and Texturing in Unreal

Lighting is something used for everything to give that final touch of feel for a working project. This is something I liked doing was looking at different types of light and colour. I went with a rectangle area light with a desk lamp type colour, this colour set the theme of the location to look nice and setting.  These lights were scattered around the map being the same apart from the kitchen having a red darkish tone to it, and up in the map room displaying a holographic map and being a turquoise/cyan colour to display light coming off.  

Lone Space gym 2 unreal.png

I had given textures all around for everything to build up a theme, of course this is the bathroom. The way things were textured looks modern and something you'd find in richer bathrooms. I wanted this block to look nicer as you can come across and find bathrooms not looking in the best state. So I went with light soft concrete and a darker colour of wood. As you can see it was a good mix together. When it did come down to the texturing not much research was looked upon as I just played around with a few textures seeing what goes well with what, and I got what I needed. 

Lone Space bathroom unreal.png

Unreal Blueprint

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This is the blueprint for the door function in my game, one problem was with the door mechanic was it was all mesh imported and the door was part of that mess and I had to make a way around for this door to work. What I done was copy the map and added a teleport feature where I walk into a trigger box and get teleported into that set room, that being in the map room. But the only thing is when you leave the room you get teleported back to the room where you spawn. However this was rushed and getting this to work was good enough so this is something I'm not complaining 

The Unreal Error

yesterday while working on my modelling I put my work into Unreal to test it out and see if scale was working. I put the current work into Unreal the scale was on a mass amount so I had to find the problem to it, in my 3Ds Max save I started a new save file to rescale the model. This worked and everything seemed fine, I'm glad I came across this sooner rather than later. For future references I'm going to check the scale of my work before it goes into further detail so other creations can be made at the right scale, if not use the scaling in Unreal to resolve that. My biggest issues I had was a door being combined with the mesh of the map, which is explained above in the blueprints 

Lone Space survey responses 

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I know the responses are low this was done late and my friends was with me during production so they played through the final production of the game. From my responses I have seen what I've gotten I took what I can and for future projects I can and will make my improvements for what future projects hold and what I can achieve in future Unreal projects

 

Lone Space Final Product

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