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Internship Weekly Blog – Week 8

Day 1 – UI Work Begins in Unreal Kicked off the week diving into UI creation in Unreal Engine . Built the initial menus and in-game overlays. It felt refreshing to focus on how players actually interact with the game and give them visual feedback. It’s a new challenge, but one that brings the project to life in a new way. Day 2 – Expanding the Interface Continued UI development, refining layouts and interactions. Spent time ensuring clarity and responsiveness in the design. It’s not just about making things look good — it’s about making sure the player knows what’s going on at all times. Day 3 – UI + Data Layers Today was about integrating UI with data layers — allowing better flexibility and cleaner systems underneath the visuals. This made our blueprints and UI systems more modular, easier to manage, and ready for future expansion. Day 4 – Final Bits of UI + Rigging Continued pushing UI design, including work done in Adobe XD for planning the overall flow and layout. Also j...

Internship Weekly Blog – Week 7

Day 1 – The Mental Dip Not the best of days. I felt a little bogged down by the amount of balancing and tweaking left across the whole game. It was mentally draining thinking about everything that needed refinement. That said, I started the last section of the level and managed to finish half of it by the end of the day. Small wins. Day 2 – The Push Continues Picked up momentum and completed half of the final stretch in terms of level blockouts. There’s a sense of pressure now — we’re close to the finish line, but every small detail still needs time and attention. Slowly chipping away at it. Day 3 – Stuck in Design Limbo Wrapped up the layout of the final stretch. But creatively, I hit a wall — I couldn’t think of good gameplay ideas for this section. It felt flat, and that bothered me a lot. I left it open-ended hoping for inspiration to strike soon. Day 4 – Breakthrough! Good news — I cracked the gameplay problem from Day 3! After some brainstorming, I landed on somethin...

Internship Weekly Blog – Week 6

  Day 1 – Blockouts & A Game-Changing Texturing Breakthrough The week started with more progress on level blockouts, and I added a level partition to better manage our environment design. The highlight of the day, though, came from a teammate who introduced a new texturing method —and it instantly elevated the look of all our models. The quality boost was undeniable, and it gave the entire team a fresh wave of excitement about how good the game could look. Day 2 – Final Blockouts in Sight & Workflow Adjustments We made major progress on blockouts , completing a large portion of the level layout. At this pace, we're confident the rest will be finished by the end of the week. We also spent time aligning the team on the new texturing workflow , especially since some older models had been created using different techniques. This discussion was essential to avoid visual inconsistencies and keep our production pipeline efficient. Days 3 & 4 – Same Grind, Steady Progress ...

Internship Weekly Blog – Week 5

Day 1 – First 2-Player Playtest – It’s Alive! We kicked off Week 5 with our first full 2-player playtest , and it was an absolute blast. Seeing our tethered co-op system in action brought a whole new layer of excitement—and chaos. The game is genuinely fun, which was a huge validation of our efforts so far. That said, the test also revealed some clear issues: several mechanics and level sections felt way too hard when two players are physically connected. It became obvious that we’d need to rework some design decisions to better suit the co-op nature of the game. Still, this test marked a major milestone, and it felt great to finally see players engaging with the core experience. Day 2 – Gameplay Tweaks, Testing Fixes & Netcode Beginnings We followed up with another round of playtesting, this time after tweaking and expanding the gameplay. Some parts of the game previously felt a bit flat, so I added new interactive elements to make the experience more dynamic. I also fixed a...

Internship Weekly Blog – Week 4

  Day 1 – Deep Dive into Asset Pipelines We began the week with extensive discussions around the modeling and texturing pipeline for assets. The goal was to establish a clean and consistent workflow that would allow us to create high-quality game assets without slowing down production. These conversations helped clarify roles, tool choices, and how we’d keep the visual style cohesive across the team. Day 2 – Locking Down the Workflow After weighing our options, we finalized our asset creation pipeline. We decided to use Fab (formerly Megascans) for base models and Substance Painter for texturing. This setup will allow us to maintain a high visual standard while still working efficiently. With this pipeline now in place, everyone on the team can confidently move forward with asset creation aligned to the same vision. Day 3 – Blockouts, Blueprints & Bug Fixes This was a productive, hands-on day. I continued blocking out more sections of the level, filled in several gamepla...

Internship Weekly Blog – Week 3

 Day 1 – Shifting Gears & Ragdoll Update Today was a bit frustrating creatively. I’d been spending a lot of time placing cubes for the level blackout, and it started to feel repetitive and draining. To shake things up, I shifted my focus to building the landscape instead bringing in a more organic and refreshing aspect to the environment design. The day was saved by a major morale boost: the lead developer showed us a new and improved ragdoll system for the player character. Seeing it in action brought excitement and energy back into the room. While some level design frustrations remained, it felt like we were stepping into a much more refined phase of development. Days 2 to 5 – Blueprinting Marathon & Bug Battles The rest of the week was deeply technical and focused on Blueprinting . I worked on implementing several core gameplay mechanics and features, gradually bringing our planned ideas to life. Each day came with its own set of bugs and small problems—some expecte...

Internship Weekly Blog – Week 2

Day 1 – Finalizing Blockouts & Prioritizing Ideas We kicked off Week 2 by revisiting our paper level blockouts. We made several refinements to improve gameplay pacing and increase the overall playtime. Afterward, we reviewed all previously brainstormed ideas and carefully filtered them down to what could realistically be completed within our tight timeline. This helped align the team on priorities as we entered the production phase. Day 2 – Blockout Begins: The Bridge Section Today, I got back on my PC after a week and jumped into Unreal to start the actual 3D blockout. I focused on a key part of the level called the bridge . I worked on its basic structure and layout, making sure the scale and spatial flow supported our gameplay mechanics—especially co-op traversal and ragdoll-based interaction. It felt great to finally begin translating paper ideas into playable spaces. Day 3 – Level Progress & Gameplay Blueprinting I made solid progress by completing two more zones and ...