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Week 21/03/2022

After this first week I had made a selection of modular assets that I would use to construct the block-out of my level.

Wallpanels.png

Heavy Containment

Light Containment

Entrance Zone

Doorframes.png

The first section I made was the walls, then the doorways, and finally the floors and ceilings.

Week 28/03/2022

Roodpanels.png
Floorpanels.png

Ceilings.

Floors.

This week I made a start on the Block-Out for my level, the modular assets I made helped make this process significantly easier as they all just slotted together well to make the rooms.

blockout.png
room empty.png

After finishing a few of the rooms I realised that although the world was coming together, it was still very bland and empty, so I decided next week I will work on furniture assets.

room empty1.png
blockout1.png

Week 04/04/2022

This week I modelled and imported some simple furniture to fill out a few rooms, to stick to the SCP Facility/Office aesthetic I made a Desk and a set of shelves.

room furnished.png
Shelf.png
desk.png

While filling in a couple rooms I noticed some lighting problems, in some areas there was strong light peeking in from another room near the doors, and in some areas there was a clear lighting difference between individual wall panels.

lighting through wall.png
lighting panel inconsistancy.png

Panel 1 - Lighter

Panel 2 - Darker

Visible Seam

While filling in a couple rooms I noticed some lighting problems, in some areas there was strong light peeking in from another room near the doors, and in some areas there was a clear lighting difference between individual wall panels.

mergepanels_edited.jpg
room.png

To fix the difference in lighting between modular assets, I selected them all and used the Merge Actors tool to make each of the modular assets into one asset that represented each room or corridor.

As the image below shows, there is no longer a visible line between the two wall panels where the light level changes. 

no seam.png
lightdata.png

The light shining through walls was relatively simple to fix as well. By playing around with the setting of my lights, I found the value "Inner Cone Angle", which affects the area that is illuminated with bright light. All I had to do was decrease this value so that the radius did not exceed the room that it was needed for.

Week 25/04/2022

This week with the majority of my world lined out, I wanted to import some of the character models that I had found online to use as my NPCs. 

The first model I decided to import was the Facility Guard, which functions as the foundations main form of security and enforcement.

I spent quite some time struggling with getting the skeletal meshes to work, as every time I would import them it would say that the skeletal mesh was clashing or missing some bones, and then ask to regenerate the skeleton.

When I tried to test the model by using one of the pre-existing third person character animations the body of the guard would not move, instead just the head would. I tried to find other models for the guard, and struggled to find any models of the other characters I wanted to use, but all of them repeated the same result.

guard.png

Week 02/05/2022

With the world built and lightly furnished it was time I added the progression system, which in my game, and akin to the other SCP games, is key-cards, with increasing levels of clearance. I am placing 3 key-cards in my map so far, the Scientist Key-card, the Security Guard Key-card, and the MTF Commander Key-card.

Week 09/05/2022

card3.png
card1.png
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Sadly During the week beginning the 9th I had been testing positive for Covid-19 and was unable to continue working on my practical work until I returned Tuesday the 17th.

Week 16/05/2022

This week was the final week for my practical, and during this week I made a  basic widget blueprint that displayed a custom made SCP Document when the player comes within proximity of it, and then disappears again once they move out of range.

SCP-294.png
SCP-181.png
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