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Stephen Badrick

Unreal

Colour-blind Post Process Correction Filter

This is the result of my year-long software engineering project, as part of my final year of University. The aim was to properly software engineer and develop a project. This involved several stages: An initial proposal A literature review around the subject, with Harvard referencing Requirements gathering, analysis and specifications, such as PACT analyses, Use […]Read Post ›

5: Final Hand In

This video demonstrates the final hand-in for my Games Creation project. Several new features were added, including: A main menu, with options capable of changing the resolution A pause menu Enemy chase AI using a behaviour tree A map sculpted using Unreal’s Landscape Editor Foliage placed using the Foliage tool A significant problem had occurred […]Read Post ›

4: Inventory and Weapon Switching

This demonstrates that the player is able to hold an inventory of weapons, and can switch between them. While not visible in the video, ammo is also part of the weapon and is kept even when the weapon has been put away. Also not shown in this video is the player’s ability to pick up […]Read Post ›

3: Double Jump Boots

The next addition to the assessment was the Double Jump Boots power up. As it sounds, it allows the player to jump in mid-air. Depending on the timing of the jump and the speed of the player, the player can gain extra distance or height. Similar to Health and Armour, Power Ups inherit from a […]Read Post ›

2: Health, Armour and HUD

This video demonstrates that the player is able to pick up health and armour items, and have these displayed on the HUD. Health and armour both have a soft limit of 100. At this point, the medium-sized upgrades will not be picked up. However, the small upgrades are capable of increasing beyond 100 by 5 […]Read Post ›

1: FPAProto Outline

FPAProto is the assessment for my Games Creation module. For this assessment, we had to create a prototype of a game using Unreal Engine and Blueprint, following a games design document that we had written as the previous assessment. My game design specified a First-Person Shooter, using weapon and armour aspects similar to that of Doom […]Read Post ›

2: Final Result

This video is the final result of the StealthyAssessment. It is important to note that this assessment did not achieve the objectives that I defined for this project, for a very important reason. The original specification was designed under the idea that this project would be deployed to Windows and to the Playstation 4, as […]Read Post ›

1: Shadow Detection

As part of my C++ class this term, we are to make a multi-platform project in Unreal Engine 4 demonstrating use of C++ in either AI or Networking. Around about the time we had to start planning this, I seriously got into Metal Gear Solid and decided to create a Metal Gear Solid-esque stealth game, […]Read Post ›

Shmup – Pre-alpha

After following a Blueprint tutorial for Unreal Engine 4 to produce an Endless Runner-type game, I decided I wanted to take what I had learned and see if I could produce something different. I decided to do a simple horizontal shoot-em-up, similar to R-Type. This is how the game currently looks as of 10/04/2015: To […]Read Post ›

Metroid Arm Cannon

The submitted assignment, featuring the full HUD and a /very/ basic texture with a diffuse and emissive map. This was my second UDK assignment for my first year of University. I created the Arm Cannon model over the course of a weekend using 3ds Max. I then imported it into UDK and began to use […]Read Post ›

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