Game Designer
UE4: Procedural content generation
Background/Process
Development Background
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This project was made for my CS AI class that is taught by Steve Rabin (Nintendo).
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It was the final project where we were able to explore any topic of AI but using an engine to demonstrate the concept.
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We would then present the topic via PowerPoint to the class but with remote, we ended up recording it which is the result from the video at the start of this page.
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After the demonstration and presentation, we would write a paper on it and write about what we had researched.
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Below is another video of the demo and a bit longer take of it.
Challenges
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This project was originally with a group but I had to adapt with it because of the remote work and ended up working on it by myself.
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The presentation was tough since I was not able to engage with an actual audience so I would sound like a robot presenting the slides.
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Productivity was very low since I was inside a lot and I had other classes to attend to that needed more time.
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Finding a way to accomplish my goal of procedural content generation within Unreal because I had many thoughts on how I could approach the solution but so little time to execute them.
Lessons Learned
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Learned to make a backup plan on a backup plan which is what I did for the project and I did this by going for the complex solutions first but with no resolve then I go for the easier answers.
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With no group, I was able to constantly poke at the project at my own pace and not get hindered on what the other person may add.
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I had to push myself for the work to come out and I try to encourage myself to work further by thinking about the new things I wanted to know.
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Presenting is just as tough as recording it but maybe one day, I can practice presenting some more.