Smaller assets were created during the level building, mostly to fill in the parts that the assets in Unreal couldn’t fill, such as the office chair or the single control panel that the player would come across over and over again throughout the level.
The major obstacle in the level building process was basically my inexperience with UT3. Creating custom materials was a pretty big hill to climb, but learning kismet along with it? I was lucky in that I could ask for help from students around me. They became great help since they too were learning how to solve problems and impliment different effects.
Through kismet matinees, the player would walk over kismet events that triggered different animations that the monster would take. From attacking to returning to its idle animation, the process was long and I know that there were many things that could have been more efficient and clean.
In the end, I received an A and came out of the class with a whole new understanding of the Unreal Editor’s Materials editor and kismet system. It was a rich experience that led me to become a much more effective teacher for other students in my classes. |