Blueprint Examples
Main event flow via sequencer
Main event calls triggered by sequencer events
Full sequencer integration graph
Random seed for infinite randomization of events
Sequencer event integration
Accessory alt placements and isolations for asset's in the scene
Full in-editor composition adjusting (lights)
Enum grouping for different lighting setups
Enum grouping for different lighting setups continued
Simple level teleport with logic to check where the player currently is
Player collision to play/unplay video's shown in an area of the level. Video's loaded in are heavy in memory so this simple setup was great for optimisation.
These blueprints were used in the application Sleepworlds to add procedural event randomisation across the environments. This system allowed the application to have a completely different output visually and narratively when ran, creating almost infinite variation’s from a base environment.
I was responsible for the logic on this project from start to finish.