For this project I was focusing on learning the basics of importing shapes and models into unreal engine, from maya and other 3D modeling packages. I didn’t want to focus on textures because I believed this would date my game. Therefore instead, I was focused on the idea of using materials to make my world deeper instead of textures which can become higher resolution and upscale with time much more easily.
In the game, Destiny 2 there is an unexplained space which defies what we usually perceive within games where players ascend a metaphorical light house due to previous achievements within the game. If the player has completed each increasing level of challenge, they can ascent further up the structure. If they complete every level of difficulty, they can go through a wormhole like purple field which places them in the void with a huge unexplained head present. I thought this was significant to this project due to the fact it challenges conventional game norms by creating hard to perceive spaces with irregular architecture and unnatural formations.
Here you can see a still of the environment I generated. It is made up of rather simple shapes. However when you experience the environment only through reflections from your own character like form, you see a much more complex version of the world due to your limited understanding of it.
Here I have added additional particles into my world. These emit light and use the same material as my own body object. However they are effected by the physics system in unreal and therefore react to being touched by your own shape. They roll around, allowing for the creation of a dynamic lighting system within the world. This really fascinates me due to unreal’s impressive lighting system.
Here you can see a still of several of the icosidodecahedrons. They can be seen through other objects which I implemented in the idea of forming a prototype for the system I intended to create for the design domain part 2. I believe I will continue on from this place for that project, potentially implementing VR and other systems in order to create a more immersive experience involving negative space.
Here you can see the environment in a wire frame view with the shapes added. They all fall from a slightly raised position. This means every time they fall, they appear to fall in a random location, although this isn’t actually the case due to the simulated environment. I really think this view supplies a different outlook on the environment and I could potentially use this view as some form within the game to create another form of negative space view.
Here you can can see the final video sample for the environment I created by the end of the week. You can see in real time how the objects interact with one another, and how this creates a pleasant space. for the user to move through.