Blueprint Examples
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Main event flow via sequencer
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Main event calls triggered by sequencer events
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Full sequencer integration graph
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Random seed for infinite randomization of events
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Sequencer event integration
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Accessory alt placements and isolations for asset's in the scene
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Full in-editor composition adjusting (lights)
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Enum grouping for different lighting setups
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Enum grouping for different lighting setups continued
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Simple level teleport with logic to check where the player currently is
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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.