VIDEOS
Videos
Takowana County Trailer

Takowana County Trailer
This is our trailer as we end our second semester of development on Takowana County.
Environment Cycle

Environment Cycle
This is an example of our current day/night cycle with the additional environmental fog and atmosphere adjustments.
Terrain Blending

Fog Creature
As we develop our creature's AI, we are testing the waters with how it will act in the game as well as how it interacts with the player. This is an example of the creature cycling through some of it's AI states like prowling nearby or attacking the player. A thick fog always follows the creature, and that is something that we are playing with to clue the player in that they may be in danger.
Terrain Blending

Terrain Blending
To help with the harsh edges between the different chunks of our terrain as well as environmental items like large boulders, we now have a tool that can blend the edges of the meshes together to make the transition look more natural.
New Water Shader

Our new water shader changes color based on its position in the world to reflect deep or shallow water.
Updated Outline Shader

Outline
Our outline shader has been updated to exclude the first person hands and now has more options for the colors available to us as well as the thickness of the lines.
High Poly Model and New Rig



The newly dubbed Takowana Lurker now has a high poly model and rig for animations. With the addition of the antlers and the pelt hanging off his back, we can now achieve his full silhouette to help influence his animation sets.
First Pass Trailer

First Pass Trailer
We are proud to present the first trailer for Takowana County. The capture is still in a rough state, but we feel that this helps convey the overall tone we are going for.
Player Hand Rig Test

The player character does most of their expression through their hands, so ensuring the rig for the hand is able to handle all the small movements of a hand is key. This is the proof of concept for the hand rig that we are continuing to build from.
Crackling Light

When the game picks up and the world starts to fall apart, objects in the world will have light bleeding through cracks in their surface, pulsing. This first pass showcases the ability to pulse the light through a crack map on a surface, and apply some movement to the alpha layer to dance the light across the surface.
Whitebox Creature Walk and Roar


When it came to rigging the creature we wanted to focus on its weight. Making it seem like a large heavy threat was a priority. So when rigging we focused on using Inverse Kinematics on all the joints to allow us to create smooth follow through and overlapping action.
Animated Surface Texture


Certain objects in the world will appear as if they are made of fog or mist; an ethereal presence that is not fully tangible. This will be achieved with an animated surface treatment of the mesh and a small particle cloud that emanates from the polygons of the mesh to soften the silhouette and leave a misty trail through the world.
CustomDepth Sorting Outline

Using CustomDepth sorting on the alpha filter channels of objects in the scene, we're able to display a dynamic outline around the inside edge of an object. This also allows object silhouettes to be seen through other objects, useful for our x-ray vision parabolic dish mechanic.
Animated Mesh Example

This is proof of concept for using animated ticks on a flat material in UE4 to achieve moving VFX in the engine. The animation ticks and colors, as well as style, are all manipulatable parameters for the designers. Water refraction effects can be manipulated by color, noise frequency, and speed, as well as be applied as a transparent deformer to give the world the effect of a fun house mirror.