WIP 6 – GLORY DAYS SoTW – Demo Level – Progress Update

“Where are the updates?!” – the crowd chants…

Well, when you start a project from scratch, to show a demo of, in about a week and you don’t know the software more than importing in a character to see if it works… then this takes time. I just didn’t have an idea of just how much time.

When I started working in Unity3D in 2012 it was very easy for me to pickup. All navigation was based on Maya and Maya LT has a proper built-in exporter to Unity. Yeah, yeah. I hear the one’s screaming, but it does the same for Unreal. Uh, no. No, it doesn’t. I can send over an entire level ready to go from Maya to Unity without conversions and it just works. Unreal is a totally different beast. Don’t believe me, just ask which axis is up in Maya vs Unreal. Yeah. Sometimes that sucks when all of your objects are on their sides in the engine.

Okay, tangent got me… where was I? Oh right, where’s the update?

For the last two days, I’ve been having to take the time to learn the blueprint system in Unreal Engine 4 (UE4). It’s actually quite a genius system. If you’ve used Hutong’s Playmaker for Unity3D then you have a sense of what Blueprint can do, albeit a very tiny minuscule idea of what it can do compared to the former.

I have some systems that I’ve created during this learning phase that I will implement in some way in the level hoping to give some playability by Sunday.

On tomorrow’s schedule we have: UI, Intro to Animation and Skeletons, and probably by Friday/Saturday I’ll get back into the AI stuff now that I’m much stronger working with Blueprints.



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I'm just a small little character artist in this big world. I like making characters and places come to life; either through my concept art or character designs. I mostly use Sketchbook Pro for concept art and Zbrush, Maya, Substance, etc for everything else. If you happen to like what you see here, go ahead and subscribe and or email me and hire me for a project! Thanks!

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