AI Pathing

I have been working on the pathing of the broom for the world without play project. I had initially worked out how to make the original movement script however I had help from my team member Scott to smooth out the code.


These are the variables that are needed for the basic movement in the script. Each of them are used in the engine to change the variables so that they can be changed later to be more efficient.


This makes it so that the rigidbody will be taken as the rigidbody on the object the script is attached to.


This is the main part of the script. It finds the direction of the broom and uses that  combined with the thrust value to move the object at the desired speed. This will be later be called when it is appropriate for the model to move.


This is how this script knows how to turn. When these functions are called it will turn in the direction appropriate for this depending on what the later function calls.


This is the update function and easily the heaviest part of this script. Every frame it is determining the directions forward, left and right. It is also ray-casting forward and if it sees something forward then it decides to turn  by stopping then looking left then right and goes in the first free direction and if it can’t find a direction then it will instead turn around and continue going.

Scott in my group also made a script to add to this one which makes the turn look smoother.


High Poly Cauldron Model

This is the high poly model for my cauldron. I have used bevels to make some edges look smoother to make the model look better. This will be used to make a normal map as well as a full texture for this model in substance painter so that it can be used in unity. I still need to texture this and create an effect to make it look like it is bubbling to finish this model.

Overall I quite like this model however to improve this I could have also beveled the handles so that the whole model looks smoother. I could have also smoothed out the edges so that the whole model looks smoother when normaled on.

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Cauldron Low Poly Model

This is the low poly model for my cauldron that I have made for my imagined worlds as well as my creative technical model. For our imagined world project we are looking for a low poly style so I think my start to this is pretty accurate to this style. I am proud of this model  as it fulfills the art style that we wanted to match for these models.

Moving forward, I will need to make a high poly model for this so I can normal it onto this model and then texture it in substance painter which will be in following posts. To improve I could make a realistic looking version to see how it looks compared to this version.

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Spell book model


Here is a model I have made for my imagined worlds project. I have made the basic shell for the book as well as a range of sizes for the pages so that someone in my group will be able to animate later on the project. The ranges of sizes will help this to be easier to animate as they can fill the animation with the smaller pages if they need to.

Overall, I am quite pleased with how this turned out however I could still improve this by making the book flat so that it is even easier to animate.

Lily’s art finished.

Lily was born a couple of months ago  and whilst this art has been complete that whole time, there has been delays due to personal reasons. I am proud of this art and I can say that Lily’s parents are pleased with this art. I also learned a lot from making this. Mostly to do with coloring. I have been previously inexperienced in this so learning to shade properly on a computer has been an experience. To do this I have been using different filters on layers such as burn to create different effects with shadows.

Procedural generation

I have been making a script for the imagined worlds project that creates instances of our objects within a space randomly.


This is the variables this script uses to work. The first variable is used to decide how much items could spawn at the max possible. The sphere size is for making set up easier. the next 5 floats are used to determine where items can be made. Then there is an array for the items to be placed into that which will be randomly decided from for spawning. The last two items are used to determine when to start and stop creating objects.


This is the start function. To start this it picks a random number between 1 and the possible spawns we will decide later. The second line creates its own function that is called every half second.

Random Spawn.PNG

This is the function that I created within the start within the start function. The first line adds 1 to the current items variable. The second line picks a number  from those possible to be used in the next line. The last line of this uses the instantiate command which creates an instance of the object that you choose. In this case we are using the random number from the previous line to take an object from the array of items. we are then using our ranges of X and Z as well as our static Y value to determine where this object is being placed.


In the update function I am then asking if the current items in the scene has become the same as or more than the amount it had decided to create initially  and if it is it will cancel the function creating the objects.


This is the last function in the script and it draws 4 spheres into the unity editor to help visualize the space the objects will spawn in.


Essay planning

For my essay I will be writing about the future of gaming on mobile platforms, for this I have been researching about the Nintendo switch and in particular the hd rumble on it.

This uses haptic feedback to make a very realistic vibration per action. This same technology is used in mobile phones to make it more obvious when you are inputting to it.

It’s also used to train the muscle memory of athletes to be able to perform properly. I will look further into this for the full essay and see what else haptic feedback can do.

Dead Cells Story Board


Dead Cells is an indie game that takes inspiration from the dark souls games and rouge-like games which creates a difficult and randomized playing experience.


Story board.png

I drew this basic story board in photoshop. Making a story board for a game like this is far different than for a movie or TV show. In a game story board you don’t need to make way for shot composition or continuity whereas you do instead have to make way for keeping the player invested and defining the gameplay. This game starts each run by introducing the character coming out of a pipe then taking over a body. In the first couple of runs you can see a character talk to you that will be found dead at the end of the first area after a few runs. The gameplay needs to be highlighted in the story board. In this one I showed that doors can be destroyed by rolling through them which is the fastest way to get through them. And I also showed the abilities which is the main method of damaging enemies.


Story Boards: Establishing Shots

An establishing shot is a shot at the beginning or close to the beginning of a scene that helps to set the scene by establishing where the characters are and give you as the viewer a good sense of location and scale.

Image result for deadpool comics establishing shot

This page from the Deadpool comic does a great job at establishing the scene, it starts with viewing a poster of a movie that establishes the following joke against the DC movie universe which does a good job of setting a tone for the comic as it makes a basic idea of what the comics overall tone will be.

It also does a good job of establishing what the characters were doing by showing a movie poster and making one of the characters hold a bucket of popcorn to establish that they had been watching a film.

It also shows how the characters interact by referencing things in real life. Overall this is a good example of an establishing shot within a comic I personally like and I’ll try to make something like this myself in the future.

Team Project: A World Without Play

Today we started a group assignment that involved our specialty area, I am going to specialize in coding so I chose the world without play option that involves making a area that moves and seems to breath on it own without any interaction from a player.

To do this we decided to make a procedural generated area so the camera can move through it and the room it experiences could look different to each other to make it seem like the rooms are vastly different to one another. To do this we need enough models to make it random enough when we place stuff into the rooms. We also need to have stuff in the rooms that make them feel alive such as a broom that decides where to go based on what it sees in front and around itself. Overall we have several months to complete  this project and we are using a website called Trello in order to manage the project so if we keep on top of it then we should finish the project in a reasonably quick time.