Posts

B.A.M. | Sprint 2 | 9/10-9/24

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     B.A.M. is a mecha strategy action game my team and I are developing f or our Advanced Production class at Chico State. I am one of two Programmers in our 14 person team. This post details my work process across our second Sprint.      My work this Sprint consisted of some more features for the enemies, spawning the player's Robot in at the start of the level, and starting on the pause menu. There will be multiple enemy types in the future, each with a different cooldown between spawning, so I implemented a simple system to set the maximum cooldown duration per enemy. Now, the spawner waits a random amount between 10 seconds and the previously spawned enemy's cooldown before spawning a new enemy. Updated Enemy Walking Behavior     Next, the enemy needed an adjustment to it's walking behavior to mimic the player's more closely. Previously, the enemy just walked in a straight line uniformly using Unreal's Move To node in the Behavior Tree. Howev...

B.A.M. | Sprint 1 | 9/1-9/10

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       B.A.M. is a sci-fi strategy action game I and my team are developing f or our Advanced Production class at Chico State. I am one of three Programmers in our 14 person team. This post details my work process across our first Sprint. Enemy Targets Building     For this Sprint, my work consisted of the fundamental enemy AI. I have very little experience with Unreal Engine, so I've been a little slow with my work so far, but I've really been learning a lot. To start, I made a base enemy as a Character and dove into Behavior Trees for the first time. The enemy really has two main behaviors: attacking the nearest building and retaliating against the player when it's attacked. Currently, the attack and movement are both templates to be filled with the proper mechanics. Enemy Targets Player Base Enemy Behavior Tree Enemy Object Pooling     Once I got the enemy prioritization and movement done, I moved onto getting it to spawn in the world. For this...

Grapple Go Postmortem

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Originally Posted: Dec 14, 2025      Grapple Go is the game my team and I are developing for our Mobile Game Development class at Chico State. I hold the role of programmer and my team consists of Justin Culver as producer, James Songchalee as designer, and Sophia Villeneuve as modeler. Our game is a 2D side-scrolling infinite runner, similar to Jetpack Joyride, where the player mainly interacts through the use of a grappling hook to dodge obstacles and enemies. The player's goal is to try and cross as far a distance as they can while racking up their score to be later used to buy upgrades, helping them in their next attempt.     This post is a postmortem of the entire development process across six two-week sprints. Google Play:  Grapple-Go What Went Right?      I've learned a lot during this project and I'm quite proud of the work I've done. One thing that worked out well was the constant innovation and improvement of my mechanics and syste...

BG3 Goblin Camp Scene Postmortem

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Originally Posted: Dec 17, 2025        This project is an interactive game scene recreation inspired by Baldur's Gate 3's goblin camp my team and I are creating for our Game Asset Production class at Chico State. I hold the role of lead texturer and my team consists of Julian Kroeger-Miller as project lead and producer, Els Fouché as lead programmer, and Destiny Smith as lead modeler.     This post is a postmortem of the entire development process across five one-week sprints.     My work for this project consisted of two main things: the modular scene assembly and the majority of texturing. I also modeled a few minor props and dis a couple minor VFX in the torches' fire particle effect and the blood decals Contact Sheet of Textured Props Sprint 1 In Progress Blockout      Firstly, I worked on putting together the blockout, which evolved into the final layout, of the modular environment using the templates provided by my wonderful m...

BG3 Goblin Camp Scene | Sprint 5 | 12/3-12/10

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     This project is an interactive game scene recreation inspired by Baldur's Gate 3's goblin camp  my team and I are creating for our Game Asset Production class at Chico State. I hold the role of lead texturer and my team consists of Julian Kroeger-Miller as project lead and producer, Els Fouché as lead programmer, and Destiny Smith as lead modeler.     This post details some of my process working on the project during Sprint 4 of our work phase.  Completed Texturing Imported Materials Imported & Prefabbed Props

BG3 Goblin Camp Scene | Sprint 4 | 11/19-12/3

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  Originally Posted: Dec 3, 2025      This project is an interactive game scene recreation inspired by Baldur's Gate 3's goblin camp  my team and I are creating for our Game Asset Production class at Chico State. I hold the role of lead texturer and my team consists of Julian Kroeger-Miller as project lead and producer, Els Fouché as lead programmer, and Destiny Smith as lead modeler.     This post details some of my process working on the project during Sprint 4 of our work phase. Floors Gate Fences Stairs Pillar, Trims In Progress Dice Barrel & Crate     I've been a bit disorganized this Sprint, jumping around from card to card somewhat, which was only exasperated by my getting sick for a week, so I want to improve on that work process.

BG3 Goblin Camp Scene | Sprint 3 | 11/12-11/19

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Originally Posted: Nov 19, 2025        This project is an interactive game scene recreation inspired by Baldur's Gate 3's goblin camp  my team and I are creating for our Game Asset Production class at Chico State. I hold the role of lead texturer and my team consists of Julian Kroeger-Miller as project lead and producer, Els Fouché as lead programmer, and Destiny Smith as lead modeler.     This post details some of my process working on the project during Sprint 3 of our work phase. Template Blockouts for Left and Right Wings     The two wings are mostly symmetrical so it was quite easy to complete the right after I'd finished the left. The biggest challenge was aligning the models at 45 degrees and ensuring the corners were covered and the distance was measured correctly. It was similarly quite difficult aligning the fences on top with the corners correctly. Planned UV Layouts Stairs     Utilize a free rock material from ...