fmp20danielparish
fmp20danielparish
FMP20DanielParish
104 posts
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fmp20danielparish 3 months ago
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5 game cover designs
spiderman 2
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2. sonic 3
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3. sonic 1
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4. earthworm jim
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5. bendy and the ink machine
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fmp20danielparish 3 months ago
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back of ps5 case
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fmp20danielparish 3 months ago
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screenshots I forgot to put up
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fmp20danielparish 3 months ago
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Game level layout
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fmp20danielparish 3 months ago
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amanda the adventurer
amanda is a video game series with 2 instalments with a third one coming out later this year but what makes this game unique and how the style of kid friendly mixes with horror is that the game is designed to look unassuming to the naked eye basically hiding it's true nature and as the game progresses the facade of being a kids game gets dropped and that's when the horror side of it starts to show through the cracks and the way the player chooses to interact with amanda dictates how the rest of the game is going to go and will give whatever ending lies on that path although the true ending is a bit of a pain to achieve. This type of style is what I was aiming to create as at the start you are given a false sense of safety but really as the game goes on depending on how mad you make amanda depends on how quick she will kill you or at least the monster version of her will end you and the different choices and endings is also something i'd like to add to my game as it would help with replayability and make the players think on what they could've done differently.
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fmp20danielparish 3 months ago
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how does the grabpack work? and the torch
The grabpack system in my ue5 game uses a physics system and line tracing to simulate pulling and grabbing different objects from a distance. And the way its created is by adding skeletal mesh hands to the first person player and using a timeline for the hands being right in front of you and when it shots out and will run a bit of code when it grabs onto a object to let the game know it has detected one so it will grab and stay until button pressed is let go then the code basically resets to being idle.
As for the torch its really nothing special its basically grabbing a light attaching it to the player in front of them and then just hide it and add code when lets say the f key is pressed it'll run the code and say ok lets unhide it and the light will appear press again and the light hides itself.
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fmp20danielparish 3 months ago
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what is unreal engine? And how it contrasts against unity
Unreal Engine is a powerful game development platform created by Epic Games, known for its high-end graphics capabilities, robust visual scripting system (Blueprints), and suitability for AAA games and realistic visuals. It contrasts with Unity, which is often preferred for its flexibility, ease of use, and strong support for 2D and mobile games. While Unreal excels in creating visually stunning, large-scale projects with built-in tools for cinematic experiences, Unity offers a more lightweight, customizable workflow that鈥檚 accessible to beginners and indie developers.
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fmp20danielparish 3 months ago
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How does my game differ from others of the same type?
My game is different from other escape room-style games with animatronics because it takes place in a constantly changing factory where the layout shifts as you solve puzzles, making each playthrough feel fresh and unpredictable. The animatronic doesn鈥檛 just chase you鈥攊t learns from your actions, adapting its behavior to how you play, which makes the tension build over time. Instead of just hiding or running, players have to outsmart the animatronic using tools and clues they find, turning the experience into a mix of strategy, survival, and clever thinking.
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fmp20danielparish 3 months ago
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How code works in ue5 for sonic
In Unreal Engine 5 (UE5), code for a Sonic-style game typically combines C++ and Blueprints to implement fast-paced character movement and responsive controls. The core logic for Sonic鈥檚 movement鈥攍ike running, jumping, rolling, and boosting鈥攊s often handled in a custom C++ character class derived from ACharacter, where physics forces, acceleration, and slope handling are programmed to mimic Sonic鈥檚 iconic speed and momentum. Blueprints are then used to fine-tune interactions, animations, camera behavior, and level triggers. UE5鈥檚 Chaos physics engine and enhanced Nanite/Lumen rendering help create detailed, dynamic environments that maintain high performance during rapid traversal, ensuring that Sonic鈥檚 gameplay feels smooth and visually immersive.
The two sets of code that are important for most of sonic's moves is a piece of code that checks if sonic is in the air and if he is pressing the jump button again allows the player to pull off a homing attack and the other is checking if sonic is on the ground and not jumping and if so then homing attacks wont trigger but for sliding its the opposite as sonic has to be on the ground for it to have that box checked to allow sonic to slide with whatever button you have tied to the slide function.
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fmp20danielparish 3 months ago
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Games made in unreal engine
Due to unreal engine being more developer friendly games made in unreal engine are actually quite common such as a few games i play such as marvel rivals, phasmophobia and demonologist and so many more.
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fmp20danielparish 3 months ago
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difference between unity and ue5
The difference between ue5 and unity is that unity feel likes its a game engine for people who understand code and how to write lines of code themselves which often can be considered not friendly towards new game developers which is why ue5 is quite popular as the coding is still complex for sure but you don't have to write the lines of code from scratch like you had to do in unity
while unity uses a command prompt for coding unreal engine uses things called nodes that do most of the heavy lifting for you which is nice which is why people prefer it as it removes half the stress that comes with coding.
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fmp20danielparish 3 months ago
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The Joy Of Creation
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The gameplay of the original version of the joy of creation was it had two variations which was story mode and a free roam mode where each animatronic had their own level of the house and could freely walk around the place searching for the player which is you and with the speed of the animatronics and the small hallway space it sometimes can be hard to create distance.
The original story mode and free roam mode were created in unity back in 2014 and around last year during april scott cawthon announced the fazbear initiative several games were being funded by him to remake these old fan games and the joy of creation was one of them.
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In the image here it shows the difference from the original and the remake funded by scott and how the model of freddy had improved over the 10 year time gap between the three games as story mode and free roam were separated into two different games likely to save on memory and so it wouldn't be too taxing on any device.
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fmp20danielparish 3 months ago
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poster design
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The process of the poster was a bit of a weird one as I had to go back into photoshop to find the original image of the drawn pixel chicken design I went with. The two different fonts were both found on a website called dafont as the ones I went with were to fit more with the cartoonish style to it as each detail that was added was to fit in well with the other things so nothing looked too out of place.
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fmp20danielparish 3 months ago
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poster wip 2
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Here you can see the early version of the game cover for the poster being designed although between this and the final version some of the fonts stayed the same while some were swapped for something better that fit the theme of what I was going for that doesn't clash against the style of the final design of the poster.
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fmp20danielparish 3 months ago
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how ai is taking over jobs in games industry
AI is increasingly automating the process of designing game art and covers, changing how the industry approaches creativity and production. Here's how it's happening and its impact:
How AI Is Taking Over the Design Process
Rapid Image Generation: AI tools like DALL路E, Midjourney, and Stable Diffusion can instantly create high-quality concept art, character designs, or even polished game covers from a few text prompts.
Cost & Time Efficiency: What used to take a team of artists days or weeks can now be prototyped in minutes. This reduces the need for large art departments, especially in early design phases.
Style Adaptability: AI can mimic various art styles or generate new ones, offering flexibility without hiring different artists.
Integration with Game Engines: AI-generated assets are being directly used in engines like Unity and Unreal, accelerating game development pipelines.
Impact on Jobs and the Art Industry
Job Displacement: Concept artists, illustrators, and graphic designers鈥攅specially freelancers or junior positions鈥攁re at risk as studios opt for AI tools over human labor for basic or iterative design tasks.
Devaluation of Creative Labor: When AI can mass-produce art, the perceived value of human-made art may decrease, pressuring artists to undercharge or specialize to survive.
New Opportunities: Artists who adapt can use AI as a tool to enhance their workflow, generate drafts faster, or explore creative directions more efficiently. This shifts roles from "creator" to "curator" or "director."
Ethical and Legal Issues: Many artists raise concerns over AI training data being sourced from copyrighted work without consent, prompting debates over ownership, copyright, and fair use.
While ai can be used for fun with the rate of how far it's coming it's impacting jobs left and right namely in the art area and concept art as you can simply ask ai to do the work for you which eliminates thousands of jobs around the earth and here's an example of it
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fmp20danielparish 3 months ago
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game format for a ps5 game
A PlayStation 5 (PS5) game can come in two main formats: physical disc and digital download. Here's a breakdown of each and why they look the way they do:
Physical Format (Disc)
What It Looks Like:
Comes in a standard blue plastic case (similar to PS4 but slightly slimmer).
The top of the case features the "PS5" logo on a white label bar.
Inside the case is a Blu-ray disc, usually with the game鈥檚 label printed on it.
Often includes a paper manual, art inserts, or bonus content codes.
Why It Looks That Way:
The blue plastic is a visual continuation from PS4 branding, but the white PS5 label bar reflects the PS5 console鈥檚 white design.
The disc is a 100GB Ultra HD Blu-ray, using a high-capacity format for better performance and larger game files.
Packaging is designed for durability, display, and recognizability in stores.
Digital Format
What It Looks Like:
No physical item. You purchase and download the game via the PlayStation Store.
On your PS5's dashboard, the game appears with key art and icon, just like physical games.
Can include digital bonuses like themes, avatars, or in-game currency.
Why It Looks That Way:
Designed for convenience, instant access, and storage without needing discs.
Digital art assets mirror physical versions to maintain brand consistency and recognition.
The PS5 UI is designed to showcase your games with clean, animated tile images and integrated media.
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fmp20danielparish 3 months ago
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chicken
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Here is the final design of the chicken I went with as it did lose the animatronic side of it but however it did keep the mascot feel I was going for and ended fitting the posters final design nicely and the more child like friendly design helps get that mascot feel just right to me.
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