Monday, December 1, 2025
Interactive Experience - Stage A
Thursday, November 13, 2025
Interactive Experience - Stage B
1. Updated the weights on the new mesh!
2. Replaced the new skeleton mesh in the engine and made sure movement works with the controller. Also added gamepad controller input!:
3. Cell Shade Update: Testing with a non-realistic textured model as suggested!
With Cell Shade:
Inheritance
Script Objective:
1. I would run the import script first to get the geometry, csg, box, and tube module I created, then my code to get the desired output I wanted:
2. Final Shape:
Thursday, November 6, 2025
Interactive Experience - Stage C
Shaders and Post-Processing Effects
1. Updated Post-Process Shader Material
- 4 bands
- Bands are each affected by the lights
- Shadow contrast
- Ability to tint shadow and highlight
- Affects all maps, including normal maps
- Added on top after the mesh is painted
- Easily integrate the maps into the engine's material instances.
Python Classes
CSG Object Calculator
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Auto-placed Objects: Each new object appears in the scene with a name label.
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Merged Layout: All objects are in a single container.
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CSG Operations via Python Operators:
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~Invert -
+Union -
-Difference -
&Intersection
- only allow letters, numbers, and _
- for c in name: iterate over every character in the string
- c.isalnum(): true if character is a letter or number
- or c == "_": allow _
- else "_": any invalid name characters are replaced with _
- "".join(...): stitch back the string together
Thursday, October 30, 2025
Interactive Experience - Stage D
Finalizing Rig and prototyping VFX
Rig systems all finished:
Anim State Machine:
Created modular parent material and material instances:
Researching using cell shader with multiple banding to interact with materials:
Candle VFX:
Wine Shader:
Functions & Data Types
Creating My Army of Darkness
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Treasure Chest 1. Exported a treasure chest asset from FAB. Created a rig and "open chest" animation in Maya. Imported it into my ...
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Dracula Arcane Style I chose Chandler's Dracula design to go to the next step of our concept art process. I focused on the painterly l...

















