echoesofelements
echoesofelements
Final Major Project
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echoesofelements · 3 days ago
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FMp blog- 7
Tutorial Study
youtube
I was browsing through Youtube and found this tutorial by Dean Ashford. The tutorial provides a great introduction to creating particle effects in Unreaal Engine using the Niagara system, covering the basics of setting up emitters, controlling particle behaviour and adding visual impact.
Why This Is Useful for Echoes of Elements
One of the key gameplay moment I've planned is when the player throws elemental stones into the central bowl. Each stone will trigger a unique reaction connected to one of the giant stone faces in the temple, visually communicating the activation of that elemental power.
The Niagara system will allow me to:
Create custom FX reaaction for each element
Control the scale, colour and movement of particle systems to match the magical theme.
Develop interactive visual feedback that responds directly to the player's actions.
Concept Example
If the player throws a fire stone into the bowl, I can create a fiery burst of particles that travels towards the fire-themed stone face, which will then respond with glowing runes or smoke effects.
The same system can be used to trigger unique particle trails, elemental sparks or smoke bursts depending on the stone type.
This would add an exciting layer of real-time feedback and visual storytelling to the core gameplay.
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echoesofelements · 3 days ago
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FMP blog- 6
Symposium 2: Exploring the Forefront and Changing Creative Pathways
Key Discussions
We focused on the idea of 'the forefront' in creative practice, what it means to be working at the cutting edge of your field and whether new technologies or practices can truly position us there.
This session was particularly thought provoking as we explored what different students see as being at the forefront of the Gaming Industry. Here are some of the standout opinions from the group:
Blender as a Forefront Software - One student suggested that Blender is now as the forefront, no longer just an alternative to premium software but potentially leading the way because of its accessibility, frequent updates and a growing professional user base. This sparked an interesting conversation about how open-source tools are becoming powerful enough to compete with industry standards.
Real-Time Lighting - Another student focused on real-time lighting as a forefront practice, not just as a technick feature but as a creative tiik that's fundamentally changing how environments are built, visualised and rendered, particularly in games and visual production pipelines.
Blending 2D and 3D - A third student suggested that blending 2D and 3D styles was a forefront approach but this was challenged by Saint, who felt that this blending has been done for a long time and no longer sits at the forefront, it's now a will established method rather than a cutting-edge innovation.
My Contribution: Shifting Career Paths in the Job Market
In the discussion, I shared my perspective that the forefront might not just be about technology or aesthetics, it could be about how creative careers are evolving. I argued that more graduates are now choosing to work as solo creators, freelancers and independent artists rather than pursuing a traditional full-time studio jobs.
I supported this idea with a PESTLE analysis to explain why independent creative work is becoming more viable and attractive.
PESTLE Analysis: The Rise of independent Creators
Political: Governments are increasingly promoting entrepreneurship, freelancing and small businesses through grants, tax reliefs and start-up support schemes.
Economic: It's now more economically viable to start as an independent creator because digital tools and platforms are affordable, removing high barriers to entry.
Social: There is growing social acceptance of freelancing and self-driven creative careers, with many creatives preferring flexibility and autonomy over corporate structures.
Technological: The availability of affordable software, high speed internet, social media and digital marketplaces had made independent creation more feasible than even before.
Legal: Independent creators must now navigate complex copyright, licensing and intellectual property laws, which are essential to protect and monetise their work in the digital space.
Environmental: Digital creation often has a lower carbon footprint compared to traditional office-based or industrial work, aligning with more sustainable career paths.
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Reflection
This session helped me realise that the forefront isn't always about the latest software or trend, it can also be about how we choose to work and engage with the industry. For many, the future might be about building personal brands, creating independently and navigating new systems of distribution and monetisation outside traditional studios.
I plan to keep this perspective in mind as I continue developing Echoes of Elements, especially when considering how the project might live beyond university as a portfolio piece or even a potential indie release.
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echoesofelements · 5 days ago
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FMP blog-5
Completing Face 1: Progress and Setbacks
I have successfully completed the sculpt for the first giant face for the temple. I'm really pleased with how it has turned out so far. It captures the giant, ancient feel I was aiming for and it sits well within the scale of the blocked environment.
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Final sculpt of the face
✨ Design Decision: Eyes as FX
I have made an intentional design choice not to sculpt the eyes. Instead, I plan to create an FX sphere in Unreal Engine that will:
Emit smoke or mystical energy
Act as an interactive focal point
Add a layer of mystery and life to the otherwise stone-like sculpture
I believe this will create a more dynamic and magical element, tying into the temple's elemental theme and making the face feel less static within the interior.
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The fbx imported in Maya
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Placement of the structure in the blockout
Starting Face Two: Learning the Hard Way
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Initial shape for second face
Alongside this. I began work on sculpting the second face. This one was progressing well until I faced an unfortunate but familiar challenge {ZBrush CRASHED!!!!}.
I was just about to finish sculpting the lips when the software crashed unexpectedly and I realised I hadn't saved my file in a while. As a result, I lost a good portion of my progress on this sculpt.
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It was after this point that ZBrush crashed
It's a frustrating but valuable reminder to save frequently, use incremental saves to prevent significant losses.
I've already restored the sculpt and am rebuilding what I lost but this time with more regular saving baked into my workflow.
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The setup
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echoesofelements · 7 days ago
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FMP blog-4
Stepping Into Sculpting
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Initial trial of the sculpt
This week, I've moved into an exciting phase of my project: 3D sculpting. After focusing on blocking the scene, I have now started sculpting one of the key focal elements in the sanctum, the Stone Faced statue that will sit prominently within the temple space.
It's been a back-and-forth process with quite a few reqorks and adjustments, but I've finally managed to achieve a base sculpt that feels proportionally correct and in line with the scale I envisioned.
Work in Progress
Here's a quick update on where the sculpt currently stands:
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The base form is complete, I have established the primary shape and structure.
Several re-dos were necessary: Getting the facial proportions and curvature right took longer than expected, especially balancing detail with the stylised feel I'm aiming for.
Still a WIP: THere are more passes to be done, surface refinement, detailing cracks, erosion and adding more character to the face.
Although unfinished, this sculpt is a critical piece of the environment. It is meant to give players a sense of ancient grandeur and will eventually tie into the elemental narrative of the temple.
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echoesofelements · 13 days ago
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FMP blog-3
Symposium 1 Overview
This week I attended the first symposium of the semester, which focused on one of the most critical elements of the Major Study process: Documentation Strategies. The session was led by our module leader Saint Walker and it provided valuable insight into how we should approach documenting our creative work, not just as a diary, but as a meaningful, research based and reflective process.
Key Takeaways
1. Documentation is more than a log
The symposium emphasized that documentation isn't just about saying what you've done. It's about:
Reflecting on why you made certain choices
Connecting your practices to the broader field
Identifying what worked, what didn't and what you learned
2. Documentation is a conversation
We were encouraged to document in ways that start a conversation:
"I was curious why...."
"This could be better with...."
"What is it about X's work that appeals me?"
"I disagree because...."
This approach helps us move beyond passive reporting into critical thinking and self-inquiry.
3. Common Mistakes to Avoid
Several key mistakes in student documentation were discussed:
Staying at surface level: just describing what was done without evaluating it
Failing to connect personal work to existing artists, theories or practices
Using the blog like a casual diary instead of a research tool
Not publishing technical or creative boundaries through external influences
I found it useful to note that documenting the problem-solving process is just as important as showing outcomes.
4. Recommended Documentation Strategies
I am planning to adopt a hybrid method
I will blog each time I make major progress, change or encounter issues
I will also dedicate time every week to review my Gantt Chart, reflect and track developmetn
5. The Bigger Picture
One of the strongest ideas from the session was the reminder that documentation should place our work at the forefront of the field. It's about understanding what has been done before, where current industry practices stand and how I can situate my work within that space.
Moving Forward
The symposium was a great reminder that consistent, thoughtful documentation will elevate both my process and the final project. From now on, I will ensure each blog post:
Critically evaluates my work
Links to relevant sources, artists and research
Tracks my decisions, challenges and development hinestly
In the next phase, I will continue building the assets of the sanctum.
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echoesofelements · 15 days ago
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FMP blog-2
Blocking the Core Environment
I began blocking out the initial environment for the game in Maya. The goal at this stage is to establish the scale, flow and position within the core area of the temple without worrying about textures or detail just yet.
The scene includes:
A chamber that acts as a hub
Four directional spheres depicting the faces that lead to themed elemental realms
Blocking and size comparision
Here are the snapshots of the early blockout phase:
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Position of the four faces
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Basic layout of the temple
Using primitive shapes, I experimented with the height, rhythm and composition of the space. In Unreal, scale plays a crucial role in changing the perspective of the whole scene. So, constant testing with a dummy character is very essential.
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In this blocking, I placed a human-sized dummy model to ensure that the scale of the environment feels right. The large spheres on the walls are placeholers for key elemental objects that will later become the interactive focal points of the room. The central bowl is currently a stand-in for what may become a critical gameplay mechanic or narrative prop.
Next blog
Reflecting on the symposium and key takeaways
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echoesofelements · 15 days ago
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FMP blog-1
Introduction and Vision
As I begin my Final Major Project (FMP) for the MA in Games Art and Design, I am both excited and determined to make this my most ambitious and personal work yet. This blog will serve as a reflection space where I document my creative process, design decisions, development challenges , inspirations and learnings.
Project Title: Echoes of Elements
My project will be a solo game design set in a mystical temple where the player harnesses elemental powers to navigate ancient environments and uncover a forgotten story. The game is deeply rooted in environmental storytelling which is the area I am passionate about developing further.
Why This Project?
I have always been fascinated by how modern design can transcend traditional gameplay and pull players into fully realized world. With Echoes of Elements, I aim to combine:
Stylized visual design
Environmental puzzles
Elemental mechanism (fire, water, air and earth)
This project is also an opportunity to refine my technical skill in Unreal Engine, modular assets creation, lighting and level design while pushing my narrative and gameplay design sensibilities further.
Early Goals
This week, my focus is on:
Bocking out scene for the temple
Finalizing the size of the face sculptures
Testing the visuals
Start early sculpting
I've also made a planning folder which sets the foundation and deadlines for the next three months. From here on, I'll be working through a structured timeline leading up to the final submission on August 18th.
Thank you for following along. I am looking forward to sharing the process and reflecting on how this project evolves creatively and technically.
Stay tuned!
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