-ˏˋ⋆   Blockouts   ⋆ˊˎ-


The first thing I was instructed to do was create blockouts of each of the level rooms, this activity was really fun as it let me have a sort of sneak peak into what the game would look like from a functional standpoint. Then I got to work, creating the laser emittor, and designing new things the player would be able to use throughout the levels. Such as reflective platforms you needed to activate through placing blocks on the pressure plates, weirdly angled reflectors and even doors that could reflect the laser, littering these throughout the levels was an insanley fun task. It was a creative and functional proccess, that was extremely iterative. Coming up with challanges that werent too complex, yet provided a challange with the resources I had created proved a fun challange in itself! It was a truley enjoyable experiance.


 


 


-ˏˋ⋆   Blueprints   ⋆ˊˎ-


Blueprint is the easier way of coding thoguhout Unreal Engine, it provides a visualisation of your code that I find really appealing, though I think I still prefer text-based coding overall. These scripts are all ones featured throghout the game, though most definitley arent all of them, It was extremely fun to compile these peices of code and work through them, figuring out solutions to bugs and overcoming the unknown. Through this perseverance I managed to create and build the basis of a game I`m still increadbly proud of to this day.


  


Doors

 


Procedurally Generated Cable:

 


Cable Materials:

 


  


© 2025 Moksh Nanwani