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Low Poly Wonderland

This is a project I started to give me a base to play around with blueprints in UE4. I kept the scene especially low poly to make modeling quicker, but to also challenge my ability to set a mood within an environment with simple shapes. Overall it turned out pretty neat, though there are some placeholder art bits that I need to correct.

A big part of this project was the rendering modifications. I wanted a cartoony style to match the lowpoly scene, and experiemented with cel style shading and edge drawing techniques within Unreal's wonderful  blueprint system.

A big part of this project was the rendering modifications. I wanted a cartoony style to match the lowpoly scene, and experiemented with cel style shading and edge drawing techniques within Unreal's wonderful blueprint system.

My UX/UI skillset is still small, so playing around with widgets and animated text was a fun challenge.

My UX/UI skillset is still small, so playing around with widgets and animated text was a fun challenge.

UE4 Offers a great selection of real time color grading and post process effects, allowing me to have fun with the bloom and colors of the scene.

UE4 Offers a great selection of real time color grading and post process effects, allowing me to have fun with the bloom and colors of the scene.

Trigger volumes were the name of day, allowing me to fade in an out of multiple little level elements, like this burrow under tree.

Trigger volumes were the name of day, allowing me to fade in an out of multiple little level elements, like this burrow under tree.

Randomly spawning assets along a spline allowed for quick placement of props in this shot (along with the cobblestones seen topside.) Overzealous use of post process effects and animated materials made for the trippy trip I was going for.

Randomly spawning assets along a spline allowed for quick placement of props in this shot (along with the cobblestones seen topside.) Overzealous use of post process effects and animated materials made for the trippy trip I was going for.

The platforming section was a fun challenge in procedural animation, collision management, and level design that allowed for traversal without being frustrating or tedious.

The platforming section was a fun challenge in procedural animation, collision management, and level design that allowed for traversal without being frustrating or tedious.

Ultimately, I wanted the shrinking and growing to be over time, but the play scaling in UE4 can be a bit touchy and I settled for fading the scenes due to time constraints.

Ultimately, I wanted the shrinking and growing to be over time, but the play scaling in UE4 can be a bit touchy and I settled for fading the scenes due to time constraints.