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Hammer Girl Week 1

 Hammer Girl Project 1st Week


For this project, all students are required to use Unreal Engine 4 and a provided project file plus asset pack to speed up the development process and allow students to focus on building and refining their level designs.


A look at the Brief

Project Details 

In this brief you will use what skills you already have as a level designer and build upon them to create a Level within UE4, using the mechanics we will teach you during lesson. The game will be based around the Hammer Girl concept, but it is up to you how you adapt the project and make it unique if you wish to do so. You will then design a level based around the mechanics you have learnt. Not only this but the level you design will have to work in tandem with another students’ level. Whether this is through a story you are trying to tell, the environment the player will progress through or limiting the mechanics shown in each level. The result will be at least one level containing the mechanics for the Hammer Girl concept, that then flows onto or before your partners level.


What does it mean?


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[Sketches]


Getting Started with UE4

For this project, we're handed an asset pack to build with. below is a screenshot of an example map from our tutor and a pre-made game mode setting we are required to use. 




Learning how to make Blueprints with a collectible.

To start off making a collectible Item we first need to create an "Actor" blueprint in the content browser that will decide the static mesh that is used and store all the variables we will need to refer to later. It is a good time now to create an Enumeration blueprint which will store a list of options that the collectible blueprint can choose from to quickly swap some components without having to create an entirely new blueprint, I will use this to decide between a mushroom and a gem collectible.


Learning how to do destruction meshes.

To create a destruction mesh you need to find the mesh you want to destroy inside the content browser and right-click it to create a fracture mesh.


Inside the next window, you can change many different settings which will inform the engine how each shard of the mesh should behave once it has been separated. 



After you have a broken (fractured/DM) version of the mesh you wish to destroy you then need to create another actor blueprint and program the separation functionality of the fractured pieces for optimization as to not crash the game.



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