Category Archives: Blueprint

Unreal Engine 5 – Boeing HFDT

Serious Simulation Technical Artist

Role Specific Tools

Unreal Engine 4 & 5
3DS Max
Photoshop
Substance Painter 2
GitLab
Microsoft Visual Studio 2021 / 2022
SteamVR
Varjo

General Tools

Jira
Mattermost
Office 365
MS Teams
Confluence

Role Details

Worked together with multiple team departments to create digital twins for a variety of clients. Unreal Engine blueprints (scripting) or handling art requests.

HFDT RealizeLive

HD Promotional Shots

UE 4 – Lava Bear Studios, LLC: fireBreak

Overview

Multiplayer isometric action role-playing game. Assigned to the art team in Lava Bear Studios, LLC.

Tools Used

Photoshop
Substance Painter 2
3DS Max
ZBrush

Modular Sci-Fi Hallway

Modular Hallway (In-Editor Example)

Plasma Pistol

Structural Assets & Props

Structures 2, Tents, and Bunkers (Gif)

Slum Houses (Gif)

Structural Assets (Gif)

Assets In-Editor (Gif)

UE 4 – Lava Bear Studios, LLC: ArcherMan

Overview

(2 / 16 / 2018) Unreal Engine 4 multiplayer couch-fighting game created from ground up.

Give ArcherMan a try today!

Tools Used

Photoshop
Unreal Engine 4
3DS Max

ArcherMan Demo ( 2 / 16 / 2018 )

Controls: WASD for movement, Tab brings up scoreboard, and Left Mouse Button shoots arrows but the speed / distance depends on how long you hold the button down for. Just click host to play singleplayer. If you want to host multiplayer make sure to allow the application through firewalls and connect to the host's public IP address.

For this build the only working class / character at the moment is Dwarf. Anything else will result in no character spawning.

Game Media Slides

Unreal Engine 4 – Lost Legend: RPG Prototype

This is a work in progress.

**All content below is currently still being worked on & can change. Some systems do not have visual representations and will be explained through descriptions located under the corresponding image.**

^ Demo Video ^

**Demo video from 3 / 27 / 2017 build.** 

 

Role

Game & Systems Prototype Designer

Unreal Engine 4
Photoshop
Mixamo
3DS Max
Substance Painter

Overview

This is a project that focuses on creating base RPG systems. My main focus for this project was learning more about Unreal Engine 4 while maintaining efficiency, compatibility, and learning the proper ways to structure the RPG systems I wanted to focus on.

Updates:

**Click Date / Headline to Open the Tab**

(3 / 5 / 2017) Inventory & Levels:
(3 / 8 / 2017) Stats & Vendor AI:
(3 / 11 / 2017) Inventory 2 & Vendor AI 2 & Interactables & Currency:
(3 / 27 / 2017) Adventurer's Guild & Action Combat & Reputation & Particles & More
(5 / 8 / 2017) Custom Animations & Inventory 3 & Vendor Menu Rework
(5 / 14 / 2017) Warehouse & Menu Key-mapping & Vendor Update
(6 / 4 / 2017) Inventory & Right Click Functionality Update
(6 / 10 / 2017) Quest Menu & Player Land / Property Owning
(6 / 29 / 2017) Item Icons Update & NPC Favor System
(9 / 28 / 2017) Crafting System & Player Skills

Main Menu

Above: New HUD style.
Above: In-Game of the Reworked Inventory Menu & Right Click Menu.
Above: Current stage of the interactable objects. Looting & Harvesting implemented.
Above: Npc Vendor & Menu.
Above: Showing the damage system (multi-hit) & leveling.
Above: Showing that the player has Stats and gains unused skill points when leveling up that can be allocated.
Above: Showcasing the DoesDamage component that can be placed freely on any actor allowing for quick implementation.
It is also noted that the text on the upper left of screen is early implementation of stats affected damage. Example: Armor reducing how much damage the player receives.

(Hover to Flip)

Above: Early stage of quest objective marker.

(Hover to Flip)

Above: Item Pickup & Player Animation.
Above: Item information hover, right click menu, & item deletion.
Above: Item Crafting & Player Skills menus. Players are able to craft items or grow plants. System will be expanded upon.

(Hover to Flip)

Above: By pressing 'E' while looking at a object players can pick-up the object and move it with the character's physics handle component.
Above: Showing the easily implemented "Does Damage" component that can be applied to things such as weapons or volume actors. From here the user can define how much damage is applied and if the damage is singular or a over time.
Above: Showing the "Takes and Handles Damage" component that can be applied to any actor or object. The user can then define the set amount of health for that actor.
Above: Snippet of the current different types of data being utilized in my project.
Above: 3D sword found in this prototype that I modeled.
Preview Gif - Play Me!

walking_downsize_showcase

**May take time to load, or load slowly at first**

**GIF is sped up**

**Gif showing the character movement style implemented through UE4 animation states**