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Showing posts from November, 2025

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 ...

BG3 Goblin Camp Scene | Sprint 2 | 11/5-11/12

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Originally Posted: Nov 12, 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 2 of our work phase. Finished the Template Blockout for the Central Area      I'm not very experienced with Unreal, so between this project and the last Modular project I'm learning a lot about how to use and interact with it. Seeing as I was essentially assembling the entire scene iteratively, it required constant trial and error figuring out the correct dimensions and frequently adding new pieces or variations to the asset list. Blueprint Prefabs Tusk Prop Stone Vase Prop Cu...

BG3 Goblin Camp Scene | Sprint 1 | 10/29-11/5

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Originally Posted: Nov 5, 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 1 of our work phase.

Grapple Go | Sprint 6 | 11/6-11/20

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         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 details some of my process working on the game during Sprint 6 of our development phase. Challenges & Problems Pause Demo     Sprint 6 actually turned out rather problem free, at least compared to the past few sprints. I didn't encounter any major challenges requiring me to refactor any core mechanics and I'm pretty sati...

Grapple Go | Sprint 5 | 10/23-11/6

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       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 details some of my process working on the game during Sprint 5 of our development phase. Challenges & Problems Dash Powerup Demo      This sprint ended up going quite slowly, which I'm rather dissatisfied with; I only completed a few cards, albeit large ones. I think one major cause of this was that I was feeling especially fr...