Began decorating the first version of the map to give it a more complete and thematic appearance.
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Placed existing static mesh assets throughout the environment to support the pinball machine theme. Pickups were also added to suggest movement patterns and encourage exploration within the level.
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The image above offers a top-down view of a section of the map. Wide ramps guide players to higher platforms, while rectangular bumpers in the distance provide reactive movement when touched. A funnel near the top contains health pack for those who manage to reach it.
Studied the mechanics and structure of electromechanical arcade cabinets to better inform the game’s map aesthetic and design direction.
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Visited an arcade with the team to test a variety of pinball machines. Although everyone had played one at some point, the visit helped refresh memories of the details that made them distinct. Observed and recorded elements such as bumpers, habitrails, kickouts, orbits, slingshots, spinners, targets, and ball locks. Each component offered inspiration for how features could be adapted into a video game level.
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The photo shown highlights one of the pinball cabinets encountered during the trip. This example is themed around
Used visual scripting to connect modular meshes along a spline, forming the foundation for a custom track generation system.
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Spent a great deal of time refining the logic to ensure the tool would be reliable and efficient. The goal was to create a system that could quickly build unique map layouts while maintaining seamless alignment between sections.
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The screenshot shows a basic code snippet outlining how the tool works. A selected track mesh is repeated along each spline point. Because the mesh is consistent in shape and size, the pieces align proportionally. Additional logic was added to connect the start and end points of each section, ensuring continuity across the entire track.
Assigned quarter-pipe mesh to the tool and mirrored it to create a full half-pipe structure within the track system.
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The tool proved to be versatile and was used in every map leading up to and including the final release. It provided a dynamic way to keep players contained within the environment. Rather than stopping abruptly against a flat barrier, they would instead glide up a sideways half-pipe. This allowed momentum to be preserved and gave the movement a more natural continuous feel.
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The screenshot shows the tool in use. A slim quarter-pipe mesh is displayed, ready to be extended, reshaped, and repurposed to suit any track layout needed by the developer.
Took the existing whitebox made by another team-member and made some modifications with space partitioning brushes.
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Flat surfaces were created with box brushes, while stairs and ramps formed inclines to access higher elevations. Cone shapes were used for funnels and cylinders for loops, adding variety to the level geometry.
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The image above shows the whiteboxed level as static meshes were starting to be introduced. Some brushes remain with temporary textures applied, enhancing the fluorescent effect. This is visible in the exposed green areas.