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Techncial Artis projects

Explore a selection of projects I’ve been crafting: tools, VR experiences, 3D models, configurators, and blueprinting, just to name a few.

VR Experience

Credits:

Full credit to the team with:

Rade Brezar, Frida Wiig, Emma Flodin!

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Music: Migfus20 from freesound.org

Project:

Group project to create a .apk for Oculus Quest standalone within 3,5 weeks.

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Our Idea:

We wanted to create a battle arena with different types of weapons and enemies with a low polly and cartoon graphics. 

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Work:

I created animations for the players' hands that got affected by how the player held their controllers. I also create animations for each type of enemies, such as idle, walking and attack. 

 

I created the baseline for the player and enemy HP and taking damage, other teammates worked on the visuals for it afterwards. 

I created the weapons and the blueprints with colliders, how they were held in the hands and doing damage. 

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I also added so the player can pick between teleportation and joystick movement with a 8 point rotation. Which made it feel better in combat but also gave the player options for motion comfort.

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If i would continue on the project i would optimize the enemies blueprints, better animations and blendspaces, bug fixing. I would also work more on hand gestures to depend on what VR headset is getting used. â€‹â€‹

UE5 Tooldevelopment

Project:

A three-part project for UE5 to make a widget tool, a utility blueprint and a blueprint to spawn static mesh.

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My idea:

First one I wanted to make a widget that gives easy designer access and sorting static mesh to folders in outliner.

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Second one for the utility blueprint I wanted to make an easy rename and sorting blutility.

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Third project I wanted to make a foliage blueprint to easily spawn a forest and water foliage

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Work:

I created a widget tool that can help designers to easily make changes on static mesh that is placed out in the world. Change scale, rotation, rotate multiply object to face another object, spawn more of same mesh with distance inbetween, sort and create folder with mesh that contain a specific name.

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The blutility I made one for material instance to easily change start prefix, remove end prefix and sort and create a folder. I also made one for textures to add start prefix, end prefix and sort into a folder.

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For the foliage blueprint I made so it spawn different mesh depending on what collision surface the line trace hits. For example the land area gets trees and rocks while the water gets lily pads. The blueprint also makes it optimized by thinking its only one of each different static mesh is there while visually you spawn in 100.​​

Credits:

3D assets from: Quixel - Megascans

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Music:  FoolBoyMedia  from freesound.org

Final Thesis - Can AI Help Making A Game?

Credits:

Hand painted environment by Yevheniia Yaremko. Unreal marketplace.

 

Stylized nature pack by Tiny Talisman Games. Unreal marketplace.

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Music: AI music owned by Soundful.

Disclaimer:

I have not used other artist names / Images / voices or anything in making AI generatings. My work havent been aimed to look like someoen else work or not heavy inspied.

Project:

My education final thesis we had 6 weeks to work on a project of our own choice and at the end we needed to present our project in front of the class and invited people.

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My idea:

With the blooming of AI and my interest in its capabilities I picked to explore the AI world more and see how a game developer can use AI as a helping method in their work. I didn't want the AI to make the game. But to be more as an assistance, inspiration, help out developers that lack knowledge in some departments or money limitations. 

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Work:

I started by exploring the web and looking for different AI sites and made a board where I sorted them out as in Voice, Image, Video, Animation, real time plugins for UE. I limited myself with only using free applications or free limitations and picked out those I could use and access without needing subscriptions. At the end of the project I had used 10+ different AI.

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I already had an idea on how I wanted the game story to be about and used that as a lead for starting to create concept art from AI images. Everything from characters, buildings, textures, magic patterns and so on.

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For the NPC characters I used 2 different AI characters where I create personalities, how they talk and a lot more settings. I used ChatGPT to help me generate traits, texts and personalities for the characters. I ended up with 3 NPC characters, 2 of them where the player can go up to them and have a conversation menu to pick different talking options with pre-answers. To give them some voice lines I used AI and another AI to enhance that outcome to a better audio quality.

 

The last character I used a plugin where the player could speak in real time with the character by using their mic and the character spoke back. This character I had shown as a type of “tv” screen with an image. I used AI to make it move around a little bit and with AI a depth map to give it more a 3D feeling.

 

I  create some 3D models of the main buildings based on the concept art. In Unreal Engine I added the models and functionalities and added some assets from markeplace. I also used an AI image to create the visual for a magical teleporter.

 

While working on my presentation I made a video/trailer for my game where I also added AI generated video sequences. To get music I also used AI.

 

Most of those 6 weeks ended up just learning how to use all these different AI and do trials and errors. If I continue my project I would work much more on the 3D graphics, game play functionalities and story. Try out more AI that i couldn't add or got limited by paywalls and rights to use.​​

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