Archive for UDK

Adding power to the Level

Posted in 3D Design, Level Design, Production with tags , , , , , , , , , , , on January 30, 2011 by Martin Haythornthwaite

This is the latest video of our game. It shows the player finding a battery and adding it to a power unit, so they can open a door and move to the next room. It has all been done using Kismet. The Video also shows a lot of other meshes that we have both been working on. Most are finished, but some still need amending.


Simple, but functional

Posted in 3D Design with tags , , , , , , , on January 15, 2011 by Martin Haythornthwaite

Within the space station here are three locked doors to open. My job was to create a  design to indicate to the player away to open the door.

I liked the idea of a hand scanner for a futuristic feel. This also worked with the idea that the player had to find power for the station before it would work and unlock.

Keeping the mesh very simple, I then created three variations of the materials for the scanner. One for no power, one for locked and another for unlocked.

Hand scanner

To fully admire this effective design you have to see the materials in action. This will be shown in my next video that I make. So please stay tuned.


Posted in 3D Design with tags , , , , , , , on December 27, 2010 by Martin Haythornthwaite

The first area a player will come a cross is the reception. Here I have created a welcome desk, and reception bell. The design of  the desk was to complement the egg chair that I had previously created.

Welcome deskEgg chair

I used the same orange and white design with an elegant curve, topped with dark marble finish. Suitable for any high class space hotel.

The bell is golden and has a functioning ring to it. I engraved the words “welcome”  in Chinese characters using a normal map.

Reception bell

AI Computer Part 2

Posted in Level Design, Production with tags , , , , , , on December 1, 2010 by Martin Haythornthwaite

Today I imported the mesh of the AI computer into the Unreal engine, only to find out that it seems imposable to animate an InterpActor that all ready has animation applied to it using Matinee. I want a hatch on the front of the computer to open so the player can place items inside.

After numerous hours trying different setups in Kismet, I found my self very stuck. It was time for a break, Switching off my computer and starting to make some very tasty wedges for my dinner, I thought of creating a simple bone structure for the mesh and animate it in Maya. I then export the skeletal mesh and the animation into Unreal.

Countless hours later after creating the bone structure, weighting, animating, exporting, importing, setting up in content browser and finally Kismet I got it to work.

Please check out video of final result.

AI Computer Part 1

Posted in 2D Design, 3D Design, Level Design, Motion Graphics, Production, Programming with tags , , , , , , , , on November 15, 2010 by Martin Haythornthwaite

This video shows an InterpActor following the player around the level. In the game this will be an AI computer. I wanted to confirm that it was possible  to create this effect before I started to model the AI mesh. I animated the Actor to rotate by 90 degrees in Matinee and used four triggers to play movie.

This is the Kismet I used to create the movement of the InterpActor.

Kismet for moving InterpActor