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Unit 8 FMP

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Everything new is in pink
also check my practical

A clarified purpose

The clarified purpose of my game will be story and interactions. This will help engage the player with may options to slow the main story down and not seem repetitive.  

My knowledge of existing or similar products

This game is inspired by The Stanley Parable with its unique story telling and actions along the way.
I intend to use the narration of this game in mine and in a similar way. 
Little misfortune is a grate example of a narrated game especially as it brakes the fourth wall witch is my plan as well.  
And all films directed by Wes Anderson such as "A Wonderful Story of Hennery Sugar" or "Poison" and "Swan". This director has a very unique style to filming and composition and i want to use it as much as I can in my game. 

What I aim to achieve by completing the project

I hope to achieve a polished 3-5 min (or more) of story and game play. This will include all textures, fully hand made models and a narrations. This will also include a loading screen, optimisation and a main menu. This will not include cut scenes though as you can skip them if you desire.  The sounds and music will also be made by me. Upon doing all this my game will be completely copyright free. 

I will also have fully custom made app icons for both Windows and Android also with custom loading screens.

I will also upload this game as a Demo/Alpha to the website Itch.io. I will release this as a free game to the public on this site with a description, contact information and screenshots of gameplay with YouTube video  just like a professional game developer would.  

Project proposal form

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My Pitch 

I am doing this pitch to to explain what type of game ill be making and to see if i am missing any crucial details for my project.  This pitch will also help me reflect on my work and help plan what I can do by the end of my deadline. 

For my pitch i started with a overview to give the viewer a clear understanding in what I am trying to accomplish. The next slide  is what id think i could get done by the end of my deadline.  I explain how I want a full 3-5 min of solid gameplay, not including cutscenes, with textures and story line. The theme is the next slide to help the viewer understand what my game may look like. I then followed up with inspiration and last with target audience.  This nicely ends my presentation with little as possible questions.  


The content I added to my pitch was very necessary since it has a lot of major impact to my game in both style and composition.    

Personally I think it went ok since I stuttered a bit and paused from time to time but overall I think I managed to explain everything within my pitch and included as much information without to much complication. 

I made my pitch using PowerPoint.

I used only the main inspiration for my game on my pitch as every inspiration isn't necessary. I used the minimum of 2 games and one film instead of the 4 games and 3 films from my wix. I kept the reference short and snappy without too much detailed  for the pitch. 

I think it when okilliy dokilly overall. The pitch went smooth and with little stuttering and small pauses and everyone understood what I aim to accomplish. 
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I totally agree, the project is on a grate start. 
I also think I have a decent amount of research.


I do think the audience could be lowered but i plan to have some slightly rude jokes but no swearing or blood. I feel as if the jokes have to keep the original age rating. 

Not sure what the last word says. 
I clearly stated what my aims are without a in depth amount of detail. 

I choses this rating because of some rude jokes as these may raise the age rating. 
Strengths 

I have a lot on prier knowledge of Un Real Engine mainly on a working Menu screen, loading screen, interactions, optimisation and more. This means I can work fast on this bit and focus more on the main parts more efficiently. Last term I was held back with no access of a laptop or pc at home but now I have a laptop so I can drastically improve the speed of my game and learn more at home.  I have 2 years of experience of game making mainly on Unreal engine 4.27. 

I can easily teach my self fixes and features for my game witch can speed up the quality and quantity of my game. 

I can always find a way round a problem to execute the same answer. 

Weaknesses 

I don't really know how to model a person and add my animations to them and for them to work in unreal yet. 

I can forget to screen shot or record my progress at some parts witch can send me back like a hour.
I do struggle to explain what I'm doing/done in a screen shot in my website witch could lead to gaps within my work. 


I cant think of any thing holding me back for this project yet.
As I have moved onto a new version of unreal every settings and button has moved else where.

Opportunities 

The gaming audience is always looking for a fresh new game to play that either has or hasn't been done before. 

A small game developing team may need my skills since I can work fast and in my own time since I love game developing. 

I can prosper in my free time improving my weaknesses and expanding my knowledge. 

With a Laptop at home I can do twice as much and twice as fast as I can space out what I need to do better as last project I couldn't work from home.  And as I now have a laptop I can work over the 2 week holiday so I can get more of it done. 


 

Threats 

My main obstacles would be  getting ahead of my self. I tent to think of a good idea to implement while I'm half way through one thing.  This is bad since I can forget what I was doing and not realise days later witch could set me back a bit.  

My competition would be existing game I am taking heavy inspiration from since if I released this people would think i straight copying, witch I sort a am. 
 
I cant control the amount of time I have on this project witch could impact how much I would get done. 

As I'm on a new version I'm not fully used to and because of this they have also changed the names of stuff to another name so when I try and find a specific thing it doesn't appear.  This can hold me back as i try and find away around not finding a specific thing even thought its only a name change. 
 

SWOT

Click title for link
 

I Need a narrator for my game.

This would help tell the story and make the player more involved in the story. 
Story?

Books have gone missing form your job.

Or Something else is missing. 

BrainStorming

This is my first draft of my games idea after my feedback. 
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Liminal room styling.

This will give a slightly eerie vibe to my game while not being a horror game. This will help with my aesthetic choice. 
Beginning.

There will be a cut scene showing the narrator reading one of his story's witch is the game you play. 

Plan 1

This is the first idea/plan for my game. 

This ideas is still inspired of The Stanley Parable. 

I moved on from this plan since I have no idea how to replay the game with a different story unless I copied the entire level and tweaked it, This would make it bigger in file size and maybe slowed down performance a bit for older laptops. And would of been a mess in my content folder.

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Plan 2

This idea was decent but I dint have any story just a main feature I liked but I don't like it now so I moved on. 

This idea doesn't have a lot on it as it lost interest quite quickly during my planning. I do like the unfinished texture level though as it looks like the games intention yet it was because I ran out of time. 

Plan 3

This is a brief overview of this plan if you don't what to read it all. 

A man named Harold works in a library and  the books despaired, he was destroyed by this as he is very passionate about his job. Through out the game Harold will go on a mission to find the books. On his journey he thinks to himself, This the narrator can hear and soon will be annoyed by it.  Harold can hear the narrator and this makes him made. 

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Plan 4

Start

This will be read aloud by the narrator to the player at the start of the game while a small cutscene is playing showing part of the starting location

“This is the story of a man named Harold. Harold works for a small library underneath a large office company. Harold's job was simple: He walked up and down the aisles checking every book was up straight. This is what Harold did every week of every month, and although others may consider this soul degrading, Harold cherished every step he took at work, as if he were destined to work there, And Harold was happy. And then one day, something very peculiar occurred, something that would forever change Harold, something he would never quite forget.  He had been strolling down the aisles as usual when the books started to disappear off the shelves. Never in all his years at the library had this happened. Shocked, frozen solid, Harold curled up into a ball on the floor for the longest time, but as he came to his wits and regained some sanity he stood up and went to the storage room.”

What this does

This gives the player an understanding of the main character and location they are in. It also helps put the player in the main character's shoes. It also gives the player an understanding on what the main character is like. 

Narrator VS Harold

The narrator can hear Harold's inner monologue but Harold can't hear the narrator. This will create conflict between them, at least in the narrator's eyes as he will get annoyed at Harold. 

I plan to have the narrator get annoyed at Harold's inner monologue or make jokes towards him as Harold can't hear him.  This won't be continuous nor will i over do the jokes because i don't want to ruin the story. 

Main narrative of my game

Harold works at a library and one day upon entering the library all the books are gone. Harold then goes on an almost never ending journey to find out where they went. Harold goes from room to room trying to find some answers. 
Harold is looking for them peacefully while his thoughts annoy the narrator. 
Harold will stumble upon some multiple choice questions in which would form different responses from either Harold or the narrator, then the player has to make a decision to follow one of their choices. 

My game is different from open-world games because it has a set story where the player follows a clear path. However, the player can still make choices that change the story. The game helps guide the player through the story but lets them be part of the funny and strange conversation between the main character’s thoughts and the narrator. The choices the player makes (or doesn't make) will change how the story goes, making it more fun and interesting.

Side quest

These won't be listed on the HUD of my game but can be chosen to do while following the story, a bit like the Broom Closet ending in The Stanley Parable, this doesn't effect the ending it just add more speech to the narrator and harold to entertain the player on a silly choice they made. This can help extend how long the player will play the game for.

Questioning and feedback

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Looks like people either don't mind or would defiantly like a narrator and inner monologue in a game. 

This response can help me to not over do this feature and try and make it simple yet entertaining. 

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I cant believe 4 out of 5 people  haven't played The Stanley Parable.  Shame.

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Answer 1, my response:
I agree, the narrator lifted the mood thought the game even in bad situations. 

Answer 2, my response:
I despise you. 

Answer 3, my response:
There wont be jokes all the time nor funny comments  all the time. I agree as I don't what it to be a sit back comedy show I want the player to enjoy the annoyance of the narrator but but hate. 

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Answer 1, my response:
I agree because it will help the player through the game and give a game a different view on how to play. Still similar the The Stanley Parable. 

Answer 2, my response:
Yes The Stanley Parable is very entertaining with its story and narration.   

Answer 3, my response:
N/A

Answer 4, my response:
I intend it to be funny but not all laughs, it has to be serious as well. 

Answer 5, my response:
Nice.

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Answer 1, my response:
I haven't played Little misfortune nor seen any gameplay of it, I will look into this and see it I can do something similar. 

Answer 2, my response:
I do like the idea of 2 different view/opinions and then the player has to decide who to listen to. 

Answer 3, my response:
My game wont be over loaded with this feature in my game. There will be a lot of brakes in speech to let you get on with the game. Also jokes wont be dry nor constant. 

Answer 4, my response:
I guess but Id like to have different views on the same situation and then the player has to decide.  If it really bothers you, you can disable the narrator or inner manbulge in the settings. 

Answer 5, my response:
The main character will only have a couple thoughts hear and there  mainly pointing out the obvious and a could thought to make the player take a second or 2 to think what to do. 

Using the feedback and tweaking my game

New Start

The game opens, A small 7 second intro of my company name and the developed fade in and out of the screen. 

The main menu shows 4 different buttons: Start, Settings, Credits and Quit. 

On start a loading screen shows. (Hopefully with optimization i may have a transition from menu to game with no loading screen). 

Screen fades into a bookshelf. The camera is a bit shaky. The narrator “Hmm yes, Well, here we are now in the hut where I write. I’ve been in this hut for 30 years now. Well, it’s important, uh, before I start, I like to make sure I have everything around me that I’m going to need. Um… Cigarettes, of course. Some coffee, chocolates. And always make sure I have a sharp pencil before I start.

The main thing that changed is the narrator getting annoyed by the main players thoughts since the narrator is writing the story and this no longer makes sense. 

Now this was a good idea but I no longer like it and will no longer be in my game.

Main Story

My game's story will be a man named Harold who loves working at a library walks into work one day and all the books are gone. You then go on a hunt for them (Just like The Stanley Parable), you go through rooms with a liminal feel, rooms with repeating patters and rooms that loop.

 

 

Along this story there are Some things you can do to get some more narrator dialogue, this wont effect the story.  Along the games story you will come across a room called "The Narrator" If you enter this room it will be the same room as the narrator you see in the beginning, This is more substernal since the main character doesn't know about the narrator as he is story written from the narrator. This is almost like a fourth wall brake. 

The game will cut to the narrator staring at the camera, he's in shock, he doesn't know what to make of it as he is writing the story and for some reason had no memory of writing this in his book (The narrator has already written this book and is reading it to the player). Since there's nothing to do in this room the player would leave. Once looking away the door disappears, as it was never written. 

What's changed?

Not all but some of my games aesthetics have changed from the 70s inspired wallpaper and lights to 2018 minimalist style. There isn't a name but the style is basically high detailed and slightly rounded you could say.  I want my models for my game to have style as well as poupous. 

The story its self will stay the same (there isn't much of a story anyway) but I will add cuts from the game back to the narrator, just like the film "A Wonderfully Story Of Henry Sugar". 

How my game will start in the players perspective

The game opens, A small 7 second intro of my company name and the developed fade in and out of the screen. 
The main menu shows 4 different buttons: Start, Settings, Credits and Quit. 
On start a loading screen shows. (Hopefully with optimization i may have a transition from menu to game with no loading screen). 
Screen fades into a bookshelf. The camera is a bit shaky. The Narrator sat in an armchair. The narrator says-

 

“ Hmm yes, Well, here we are now in the hut

 

where I read. I’ve been in this hut for 3 years now. Well, it’s important, uh, before I start, I like to make sure I have everything around me that I’m going to

need. Um… Reading glasses, cigarettes, of course. Some coffee, chocolates. There. And then, finally, one starts.

 

Harold Hutchinson was 36 years old, unmarried and rich. 

 

He was rich because he had a rich mother who is now dead.

 

Was unmarried because he was too selfish to share any of his money with a wife.

 

He was 5 '9 tall, and not as good looking as he’d thought he was.

 

His hairdresser trimmed his hair once every ten days, and he always took a manicure at the same time.

 

He drove a 1960 AMC Rambler Ambassador Motor car which cost him the same as a country cottage. 

 

He spends very little on himself unless the money is from his job.

 

He worked at the library in an unknown town called Petersburg. 

 

But one day, something very peculiar happened. Something that would forever change Harold.

 

He had been At work for almost an hour when he realised not a single person was there. 

No co-workers, no customers, no one. 

 

Never in all his years at the company had this happened; this complete isolation.

 

Harold decided to go look for them or find some answers."
 

This is all said by the narrator while a small cutscene is playing to keep the player entertained while listening to the story

For the cut scene I plan to have the camera to cut to my characters face. This is also how a Wes Anderson film start. The camera holds for 3 seconds and Harold turns around and draws some curtains back revelling the games starting room. A man is crouched in the back painting but runs off soon. Like a unfinished film set. 
Harold gets into place to start the game 

What sounds do you think you’ll need, and why are they important for the experience?

My game will have a soothing background music with no singing. This will be looped but you wont be able to tell. This will give the game a calm vibe to it. 
A locked door sound will play when a door is locked same with a draw.  

The narrator and Harold's voice will be the main sounds you'll hear through the game. 

What interactive features will your level have, and what will they add to the gameplay?

Every door will be clickable but not all will open same with books and draws. Each time you click on a door that wont open it will play a locked sound to let the player know its locked. 
You will be able to interact some small objects but not pick up. By interacting with this type of object it will trigger either the narrator or Harold to say something. 

Level refrences

These images will help me understand how to replicate an open and isolated level. Each room creates its own sense of uneasiness and an unsettling vibe in a different way, which I’d like to capture in my own game. To do this, I’ll focus on the use of spacing, lighting, and the repetition of objects.

What makes this different from an ordinary library?

These images mostly use washed-out, solid colours. To go with that, the lighting is minimal and dim, which helps create an eerie atmosphere. I plan to do the same in my level. Lighting is crucial to achieve the spaced-out feel I want for my game. Just one or two light sources that cast shadows and create imperfections around the room will help bring that mood to life.

A key thing in all the images is the symmetry and how well it’s used. For example, rows of lights, pillars, and bookcases all repeat in a consistent pattern. This repetition helps create a liminal space feel, which is exactly what I want for my level. I plan to include a lot of symmetry and spaced-out objects throughout my design to achieve that same effect

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I plan to implement this type of connection between the narrator and the player in my game by having the narrator directly respond to player choices, especially during moments where the player explores paths outside the expected story. This dialogue will build a connection with both the character and the player, making the player feel like their actions truly matter in the game world. While I may never match the sheer intensity and emotional roller coaster of the narrator in The Stanley Parable, I am committed to doing my absolute best to recreate this bond in my own game.

The narrator’s tone is a big part of what makes The Stanley Parable stand out. It's the way he can over exaggerate towards the player and lash out to them throughout the screen. The narrator can have many types of tone to the player such as: Sarcastic, funny, angry, disappointed, shamed and happy. It's also why his dialog is just as entertaining as the game play itself and this is what I'd like to have for my game.
 

The detailed textures and game assets in this game add a lot to the atmosphere. The way you can interact with many objects, even if they don’t serve a specific purpose, still makes the game interesting and immersive. Their use of repeating assets and textures also contributes to the atmosphere by creating a consistent visual style without feeling repetitive or lowering the quality. And this type of repetition is what i'd like for my game without looking cheap or bad.

Davey Wreden and William Pugh. (2013). The Stanley Parable Wiki. [Online]. thestanleyparable.fandom. Last Updated: October 2013. Available at: https://thestanleyparable.fandom.com/wiki/The_Stanley_Parable_Wiki [Accessed 22 May 2025].

I have played 2 hours of this game and I love it, the way the narrator talks to the player, braking the fourth wall, and the main character is a really cool idea. 

The way the game presents its multiple choices reminds me of Life is Strange. This is also a good game. 
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These images will come later as they may spoil the game for me. 
I chose this game because I was recommended to play it for research and because it is "generally a good game." And I was told that this game also has a narrator witch is helpful for my narrator research.  
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I have all ready watch this amazing film Directed by Wes Anderson but I cant fully remember the whole film so I will re watch it. 

I have just watched and finished it during lesson and it was really good.
I liked the way he positions his subjects in his films. From this film I will use the narrator from it in my game. 


The main bit from the film is the first 10 min of the film, where the narrator is writing the story and telling it. This will be used in my game. 
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From this film I would like to take the way the rue of thirds are used. I really like how symmetrical this images is to the camera. This type of symmetry will be used in my game for my intro. 

And the narrator, I will have basically a identical 5min begin as this film for my game.  
a wondaful story of Henry sugar. (2023). [Film]. Kent, England: American Empirical Pictures.
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This film is insane, The overall vibe is eerie but natural. Its one of the most unique scenes and style of any film I've ever seen. And I've seen may films, last year (2024) I watch 220 films. So I know I bazar film if I see one. This films story is different and a bit silly but entertaining. This film can easily fall in the the Fever dream category.   
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I plan to take some of the colour grading and the liminal space this films uses. I will also try and replicate the graphics from this film into my game. I didnt have to mention a film to use the graphics since its basically a old vhs camera style but this is a good film anyway. 
toys. (1992). [Film]. Los Angeles: Baltimore Pictures.

Target audience research 

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My primary target audience will be aimed for 16 and above who enjoy liminal and narrator based games. 


My PEGI rating for my game will be PEGI 7. This is because I would like to keep its humour appealing  to older audiences while still keeping it player able for ages 10 up.  


What can I include at the rating PEGI 7, I can include mild violence, foul language up to "ass", "bastard", "b*tch", and "piss" or I can sensor a proper swear word by cutting it off. 
Pan European Game. (2017). PEGI age ratings. [Online]. PEGI age ratings. Available at: https://pegi.info/page/pegi-age-ratings [Accessed 22 May 2025].
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What is Unreal engine?
Unreal engine is a game developing software to make games for consumers. 

My version of unreal engine I will be using will be 5.2 and then 5.5.3 near the end to finish it off. 

Unreal engine is my choice for making my game as its free and very easy to use. 
This software is where ill make my game on and package it to be released.
This also where ill add my assets   made from Blander and add textures made from Substance Painter. 
How will I use it. 
epic games. (2025). unrealengine. [Online]. unreal engine 5. Last Updated: 2025. Available at: https://www.unrealengine.com/en-US/unreal-engine-5 [Accessed 22 May 2025].
What is Blender? 
Blender is a 3D developing software used for animations, adverts, CGI in some films and making game assets. 
 
How will I use it. 
This is were ill be making all of my games assets in as well as putting textures on my assets.  
 
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I would like to fully understand how to animate the camera in unreal to create the first cutscene in my game. 
I need to research how to make a modular assets that don't overlap with textures when next to one another.  

Library layout research 

I need to research what a library look like and how they are tyipical laid out and gather some reference images of a large open building. 

Ill take inspiration of the layout of The Stanley Parable with its small rooms and twisty corridors. 
I would like the beginning to have rows of book shelves on both sides with some table and chairs in the middle.  for now I don't want a second floor at least not accessible. For now. 
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This image is exactly what id like in my game, a almost liminal look to a simple hallway. The colours also fit my games aesthetic witch is good and uses a repeating pattern to help make modular assets.   

I would change the wall lights only to further match my library style. 
If i add this hallway id make it infinitely loop but with one door continuing the story.  
As I haven't fully decided where to put the front desk this is a good example of what i could reference. 
I really like the arch in this image and i may use it else where. 
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Why am I researching libraries?
Well libraries have a different architecture than just a normal store or room. They are usually open with old oak furniture with seats scattered about. These layouts are unique to libraries so they need to be studied separately.  



Importance of lighting for an environment 

What type of light would fit the library's aesthetic. I'm thinking a green plastic shade over a wall light and above the bookshelves would be a hidden light bar with an orange tint. 

These are example images of what I like in my game. 
The importance of light in my game will tell the player a couple things about the scene there. If they're outside and the camera tints a light blue the player would think they're in a cold environment but if it's orange or deep yellow they would think it's warm. 
With poor lighting it can make my game look poorly made witch would be bad if I release this in Itch.io 

Aesthetic Research

I would look at old wallpapers to be used for my library's wall. This will give a sense to what year you may be in as you won't be told since this isn't necessary to know. 
The theme and year of wallpaper i'll be looking for is a nice 70s wallpaper. 
This wallpaper pice will be the main walls for my library.  
My games art style will be simple yet detailed just like The Stanley Parable. 
In this image you can see simple shapes yet scratches and imperfections on the surface. This is the style i want. 
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I would use a dark wood to help ascent the blue wallpaper. 
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Colour pallet

I plan to go for a washed out colour palette for my game to follow the style of wes anderson. This image is an example of what I could use in my game. 
A colour palette is crucial for any media and an example of a good color palette is any Wes Anderson film as he uses unique plates for his work. He usually goes for washed out flat colours with grain as this can help depict the time period of the film.
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Foley technique

For my game I will use a lot of foley sound for my game since it's easier to get and better to choose one that fits better than the actual sound I want. 
An example of this I will use is the zooming in sound effect. This sound will be a drill. Why? Well all the actual camera zooming sounds are too short and stop and start too much for my game so with a continuous drill sound I can create a fall off point when I need it to. 
I could also use someone frying chicken instead of rain. Why? Why not, because I can. This will replace the sound for rain for my games main menu. 

Optimising research 

My game definitely needs some optimisation because it starts to lag or stutter during testing, this is very bad because no one has a bad gaming experience. To fix this I would need to optimise it. How will it help? It will help my decreasing process in the pc/laptop to increase quality and/or performance in game. 
In this video it talks about bad lighting.
What is bad lighting? Bad lighting is having too many light sources that overlap un necessarily or are too close together. To prevent overlapping or bad lighting you can view if it's bad or not. If my level is white that is extremely bad and very harsh on performance. If it's in the blue it's good and is well optimised for my level. 

This video shows me how to arrange my lighting properly and 
What is occlusion culling? 
This is where objects Unload when the player is far from them or when the player isn't looking at them. This is very important if the pc isn't powerful and can help my game to stutter less. 

How will I use it?
What I plan to do is unload large objects when the player is far from them since they impact performance the most. 
Optimisation evaluation
Throughout optimising my game I struggled to get the occlusion culling to work mainly for larger objects. 

Overall I am very happy with my optimization in my game and it has heavily improved performance and quality in my game. Without it I was getting very low Frames and the game was stuttering a lot so this was very necessary to get done
Optimisation evaluation
Throughout optimising my game I struggled to get the occlusion culling to work mainly for larger objects. 

Overall I am very happy with my optimization in my game and it has heavily improved performance and quality in my game. Without it I was getting very low Frames and the game was stuttering a lot so this was very necessary to get done

Custome AI Stalker

This is the start of my custom stalker AI. 

This type of AI will be for a different type of monster, This one will be a straight up book, no arms or legs. 
As I already have the book monster asset I now need to get a running animation. This will be from the site Maximo. This site will add the skeleton for me and apply my desired animation to it. 
This video will show me how to get it to roam around. 
There are 5 videos but ill include them later when I use them.  

Overview

This AI enemy didn't work, not sure why. I followed the videos many times but i couldn't get it to work even if just one video didn't work so that is a shame. I will move on from this and will not include enemies in my game. I haven't lost any game narrative or story but just a cool feature to have.  
Link
The unreal engine plugin/add on is a life saver. Apparently it shows an AI that hides from the sight of you which is everything I need.  

The videos above were going to be joined into one AI character also with a hiding mechanic but apparently this pack helps and simplifies it. If I can get it to work with a fully built level I should be able to release it on itch as an alpha or demo. 
Ill try and add this plugin/addon to my game as it would increase my AI's hiding ability and better location accuracy. This can help it so you cant see the AI if its hiding.  
This would be amazing if this could work with the same AI character. 

I'm unsure if I can have multiple AI type commands on one character. 
I'll do this AI code on a duplicate AI character encase it doesn't work or breaks my previous code
When i have engough of my game i will:
I would love for my game to have an Android compatible Beta port to it. This might be easy to do as the controls are pre integrated. All I have to do is adjust some settings and screen sizes and package this to android. 

If this is a success and my game is good enough I may release  it on Itch.io for FREE because I don't need money.
It would be cool to implement multiplayer to this and it to be on Android.

By doing this it may add many complications or increase bug but it may not be something you don't know.  
I have dipped into this once before and it didn't package at all, the error I got was "Unknown Error" Which was helpful. 
app-icon.png
Android_robot.svg.png
And if I get far enough I could think about releasing a Beta or test demo on Itch.io for free obviously. And I may even get some feedback (I doubt it).  
Main Starting room reference 

My plans to re-create this are to import the scale guy and use him as reference as well as the people in the image to help make this room the right size. 

 

Using the image I can separate different objects or things into separate assets to model individually. 

Modular assets:

  1. Staircase- If I make one and keep the side railings separate i can flip the stairs and the railing to make the other side of stairs thus saving time and effort and keeping symmetry in this room.

  2. Pillar- again this one asset will be used twice to keep symmetry and save time in modeling. 

  3. Center room will just be a box and small desk as I'm going to have it slightly blocked out but still a bit detailed so you know what it is without textures. 

  4. The front stairs can be counted to have the same amount as in the reference image but will not be textured.
     

The middle image is a pre made 3d asset of the hotel but i wont use it as thats cheating (If i run out of time i'll use it if it's free)

Janis Zeps. (2024). The Grand Budapest Hotel - Wes Anderson. [Online]. sketchfab. Last Updated: August 21, 2024. Available at: https://sketchfab.com/3d-models/the-grand-budapest-hotel-wes-anderson-cf54e98804db43a68bd84a561dec6c [Accessed 22 May 2025].

Planning modular assets
Library walls
Hight: 3 meters or 9 foot
Length: 4 meters or 13 foot
Thickness: 0.2 meters or 8 inches
How i'll make it
Get rid of the default cube and add a new cube. In the dimensions I'll input my desired dimensions. Then add a loop cut about 8 inches from the bottom and extrude it about 2 inches. Then add a bevel at the top of my extruded vertice. This will create my skirting board for my wall.
Library pillars
Hight: 15 meters
Length: 1 meters 
Thickness: 1 meters
This will be the default cube but hafted in withed and depth so it 1x1 meters and extrude the Hight to 15m. The ill give it some roughness by sculpted so it looks more realistic because  a perfect pillar looks un natural in a game. The colour will be beige because white look un textured. I will also add some light stain to the back of the pillar. 
Library walls with windows
Hight: 3 meters or 9 foot
Length: 8 meters or 26.2 foot
Thickness: 0.2 meters or 8 inches
This will be using the pre made wall and extending it length ways to make it 8m to fit a wider window. There will be 3 windows in a wall and will take up most of the space on the wall similar to a office wall in a skyscraper. They will be length ways rather than wide in the middle. 
Library Books
110 × 178
This is what I fount on google. I'm probably gone eyeball the dimension but using this for reference.  
Once a single book is made I can re texture my books to be a different books. And I can re size them to make multiple assets. 
Library Book case
I'll use the books as a scale guide for my book case as well as a scale guy to help get my dimensions right. 
This will be inspired by a typical DVD stand but for books. 
A Door
This will be 80 inches tall and 30 inches wide with a depth of 1 inch. 
These dimensions were taken from google and may be adjusted using scale guy.  The door will be a standard door made from dark oak. 
This link is making a object move while the image texture stays in one place just like the cartoon Chowder dose. 
This is unique and I could use this in my game but haven't found out where yet. 
Game research
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