Project Eden Unreal Engine
Full environment and lighting design for a student project game at HKU as well as 2-actor Motion Capture operation.
Game Development
Interactive Design
Study Project
Project client:
HKU
2024 - 2025
In this student project at HKU, we got 4 months time to develop any game we'd like. I teamed up with my friends, one of which had already written a detailed cyberpunk story with rich world-building. we had ambitious plans, developing multiple detailed game-ready environments with multiple gameplay systems. the game takes place in the underbelly of a hyper-capitalist dystopia, where only the poorest value human interaction over digitized personalized experiences. I was fully responsible for developing these custom environments, kitbashed from game designer's level blockouts out of 30+ asset packs into something completely new and playable. these environments are conceptually heavy, developing them as described in the stories, interpreted with my own creative liberty. this has been a very large project, so feel free to message me about further details.
Day 1 conceptual exploration of cyberpunk level design
Early version of starter area without lighting. buildings are multiple custom made nested prefabs stacked into massive megastructures
Example of a designer blockout, used for Stealth mechanic testing, which i later transformed into a full level design
Designer blockout of the Hotel scene, which i transformed into a fully furnished playable hotel scene with noir detective atmosphere
Motion Capture Supervision
during this project we've made extensive use of our High Grade motion capture studio, with full body tracking suits, and makeshift facial capture helmets using Iphones. we've hired 3 actors from our university's Theatre department. with them we've played out and recorded multiple cutscenes, containing body and facial capture, as well as voice acting references. I was responsible for operating the motion capture systems, while our Project lead acted as our Cinematic Director. we've recorded multiple takes per scene, and merged all best capture data.