an experimental shading model for UE4 I’ve been working on a shading model for UE4 that uses reflection probes for transparency. Works best with medium sized objects with high refraction. Because objects with this shading model are actually opaque, it
During my time at ForceField, I developed a small tool that would generate a flowmap between frames of animation in a sprite-based (particle) animation. Take for example the fireball below: On the left, the frames are not interpolated — they
What you see above are the walking patters of three different subjects in an experiment I conducted at the Hogeschool West-Vlaandren. The subjects are asked to put on a Vive headset and perform simple interaction tasks in VR, like puzzles
Robo Recall and Unreal Tournament — both made in Unreal Engine 4. What a great opportunity to port my Paleo Park level over to Robo Recall with the Robo Recall Mod Editor. It was a matter of migrating the UT4
CTF-PaleoPark is a map I’ve been working on, based on Jurassic Park. It’s designed as a Capture the Flag map for Unreal Tournament, but I’ve been porting it to Robo Recall now. It’s my playground for all sorts of experiments.
PLEASE NOTE THAT THIS GAME WAS MADE IN 3 DAYS – HASTY DECISIONS WERE MADE. This is a 2 player party game, where the players are competing to build a nuclear rocket out of shared resources, space junk. I took
NVIDIA has a plugin for UE4, called Ansel. Ansel is an automated way to capture screenshots in game – including 360 panoramas, and 360 stereo panoramas. Ansel has been intergrated into a couple of games already, but the UE4 plugin
For a project a classmate and I were tasked to create a game prototype based on an 80’s arcade game, with a fresh new isometric look. We decided to go with one of those smups, with a scrolling terrain. I
When I was a firstyear, I remember quite a bit of confusion around 2D matrices in programming. The math worked out on paper, but getting it to work in engine was something else. If you just followed the steps that
The blockout phase is one of my favorite parts of making a level. It’s like sketching out in 3D. You get to define the way your map will be played, with pushing and pulling all sorts of shapes and spaces.