#CreativeProjectDevelopment
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Blog Post 23: Getting Curious About Lighting
Etihad Airways continued to fascinate me while I undertook work with APACHE. My research into lighting tutorials went further to explore the interaction between fog volumes and emissives and post-process volumes to set the mood of virtual environments.
One of my experimental exercises included deleting the entire geometry before working with light and fog effects. It felt poetic. I began considering whether lighting art specialization would be a good match for me.
Reference: Faucher, W. (2024) Lighting for Mood & Atmosphere in Unreal Engine. Availabl
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Blog Post 20: Submission & Panel Feedback
I decided AnimAPK export would not be ready in time so I developed a different solution. By utilizing Unreal editor viewport together with cinematic camera cuts I created a full VR simulation recording.
During my work I maximized the use of smooth transitions, fades and close-up shots for key areas inside the tomb. The simulation lacked VR functionality yet effectively simulated it through different camera angles.
This backup plan saved me. The change enabled me to create a final project that brought satisfaction.
#CreativeProjectDevelopment#APACHE#game design#hertfordshire#learning games#art#beingmughal#VR#game#virtual reality#vr games#video games#study blog#being#Mughal#University of Hertfordshire
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Blog Post 2: A Fresh Start with “Place of Mind: Extended”
I returned to Blender and Unreal to develop a complete VR version of Place of Mind after extending its scope at the start. Thoroughly reviewing all files from the preceding semester became essential to determine which parts needed refinement of existing content while considering the possible need for remodelling or refashioning of necessary components.
A narrative structure for VR remained missing from the existing space design which included a symbolic tomb plus module pathways and ancient ruins. I started designing a VR experience that transported users inside the ancient ruins by combining environment elements that included mist and realistic sound effects as well as interactive illumination.
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I watched several tutorials about performance optimization and scale representation as well as interactivity features in Unreal Engine 5 which focused on VR development. The rapid discovery about virtual reality was its absolute need for performance optimization. Polycounts matter. Lighting matters. Scale matters. All the objects and art require authenticity when seen from a human perspective.
Refrences:
Obrebski, R. (2024) I Made a Game using Only AI. Available at: https://www.youtube.com/watch?v=N8y_eH7QB2o (Accessed: 15 Feb. 2025).
#CreativeProjectDevelopment#APACHE#game design#hertfordshire#learning games#art#beingmughal#VR#game#virtual reality#vr games#video games#study blog#being#Mughal#University of Hertfordshire#Youtube
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Blog Post 14: Fixing Colliders and Motion Bugs
I dedicated today's work to address the problem of wall penetration in the tomb environment for players. I investigated the method of blocking volumes while adding collision boxes to architectural elements. Adjusting the physics settings rectified the blocking volume problem which previously failed because of incorrect presets.
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Numerous testing days led me to successfully switch from teleportation to standard player movement. Through watching tutorial videos and working with Blueprints I obtained better knowledge about VR input mechanisms.
Reference: Unreal Engine Forums (2024) VR Collision Setup in Blueprint. Available at: https://forums.unrealengine.com
Unreal University (2023) How To Make Custom Collisions In Unreal Engine 5. Available at: https://www.youtube.com/watch?v=hVBPUVI8Dc0 (Accessed: 9 March 2025).
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Blog Post 13: Testing Locomotion and Controller Settings
Research on VR locomotion methods led me to evaluate between retaining teleportation and adopting smooth joystick control mechanisms. The goal was to seek out smooth locomotion because it provided a more immersive experience after conducting tests through Unreal's VR template.
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The configuration of Meta Quest controller input through the Enhanced Input plugin was another task I handled. The implementation process was complicated because pre-configured bindings interfered with one another until I managed to refine the response time by testing different setups.
Reference:
DrakeMakes (2023) UE5 VR SMOOTH LOCOMOTION | Unreal Engine 5.2 Tutorial + Environment Showcase. Available at: https://youtu.be/mLF1Jhg7WDY?si=fGFdm6HVIzwX6Cvd (Accessed: 8 March 2025).
PrismaticaDev (2024) Smooth Locomotion for Meta Quest in Unreal Engine. YouTube. Available at: https://www.youtube.com
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Blog Post 7: First Test Build and Project Optimization
I tried my initial APK compilation while keeping all systems linked together today. I succeeded in exporting a playable build after making a string of attempts that failed because I mixed SDK versions and messed up my packaging settings. I could experience walking through my "Places of Mind" tomb on Meta Quest after installing the APK by sideloading. Watching my virtual scene within immersive VR experiences offered me a feeling of making forward progress even though there were performance issues.
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My focus shifted to implement various mobile optimization methods that boosted system performance.
Reference: Epic Games (2024) Mobile Optimization Guidelines for VR. Unreal Engine Documentation. Available at: https://docs.unrealengine.com
VR with DM (2023) How to Setup VR in Unreal Engine 5.1. Available at: https://www.youtube.com/watch?v=Z4sClxhgsxk (Accessed: 8 April 2025).
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Blog Post 6: Android Studio and Meta Quest Link Setup
The following technical obstacle involved connecting Android Studio to Unreal for developing APK files destined for Meta Quest usage. The required SDKs together with NDKs needed installation while I established the proper environmental variables. The tutorials provided assistance while omitting certain small updates that required me to solve them by using Unreal forums' resources.
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I managed to setup the Meta Quest Link which allowed me to conduct direct testing successfully. The headset successfully displayed the environment which felt amazing even in its preliminary form. The established integration became important for continuous testing of game mechanics among development cycles.
Reference: Meta (2024) Build for Android with Unreal Engine. Meta Developer Documentation. Available at: https://developer.oculus.com
VR with DM (2024) How to package your Unreal Engine 5.4 projects – ANDROID/VR project. Available at: https://www.youtube.com/watch?v=NfI_WlKFUak (Accessed: 27 Feb. 2025)
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Blog Post 5: Setting Up Unreal Engine for VR
I started the basic groundwork for my VR game project through Unreal Engine installation together with its configuration. The setup of my system required watching several tutorial videos from YouTube to match the specifications needed by Meta Quest 3 technology.
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Enabling the vital VR plugins known as “OpenXR” and “Meta XR” formed part of this setup process. Even though the process took a long time, setting up Unreal for VR operations proved essential to progress. To build my project I used the “Places of Mind” environment structure advised by the panel for organization.
Reference:
Kaedim (2024) Kaedim Web App Demo – October 2024. Available at: https://www.youtube.com/watch?v=i3xNb5R_xos (Accessed: 26 Feb. 2025). VR with Andrew (2024) Unreal Engine 5 VR Setup for Meta Quest. YouTube. Available at: https://www.youtube.com
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Blog Post 45: Submitting the Pre-Production Document
I submitted the conclusive Pre-Production Document for RECLAIM yesterday.
It feels surreal. Many past iterations of myself combined together to form this project starting from Place of Mind through APACHE and the R&D and testing stages that followed. The design reveals the clearest version of my identity which consolidates into being a world-builder who tells stories through visual design alone.
The true agricultural phase of work has started with production activities.
And I can’t wait.
#CreativeProjectDevelopment#APACHE#game design#hertfordshire#learning games#art#beingmughal#VR#game#virtual reality#vr games#video games#study blog#being#Mughal#University of Hertfordshire
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Blog Post 44: Narrating Without Words
The main challenge of creating RECLAIM centers around narrating a story which lacks both characters and spoken words. The experience has forced me to dedicate additional attention to defining environmental storytelling properly.
All damage to benches alongside sign vegetation and dimming lights must contribute to advancing the storytelling. The experience I intend to share with viewers consists of sadness and peacefulness together with the slow build-up of optimism delivered through acoustic and visual elements.
The work I have been doing through RECLAIM represents the type of artistic pursuit I intend to continue past graduation.
#CreativeProjectDevelopment#APACHE#game design#hertfordshire#learning games#art#beingmughal#VR#game#virtual reality#vr games#video games#study blog#being#Mughal#University of Hertfordshire
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Blog Post 43: Gantt Chart and Time Planning
I completed my Gantt chart before the deadline for the Pre-Production document arrived. The document outlines twelve weeks of labor starting with modeling techniques and texture development and ending with sequencing processes and rendering tasks.
In my project planning I have included buffer weeks along with risk mitigation phases and set aside distinct periods for polish work. The experience of APACHE has shown me the potential dangers of escalating problems so I am implementing realistic detailed scheduling.
A strategic plan offers more than deadline completion since it enables creativity in my work.
#CreativeProjectDevelopment#APACHE#game design#hertfordshire#learning games#art#beingmughal#VR#game#virtual reality#vr games#video games#study blog#being#Mughal#University of Hertfordshire
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Blog Post 42: Scene Assembly and Lumen Testing
Today I imported the modular subway kit into UE5 before starting with its construction. The pieces of modular subway kit combined beautifully under the illumination of the lighting system.
I performed repeated Lumen global illumination tests to analyze both the wall tile reflection of light and the shadow patterns on the debris. Using post-processing volumes I managed to modify both contrast and saturation and fog density settings.
RECLAIM gained the distinctive look of its name after seeing its development from a structural perspective alongside its emotional character.
#CreativeProjectDevelopment#APACHE#game design#hertfordshire#learning games#art#beingmughal#VR#game#virtual reality#vr games#video games#study blog#being#Mughal#University of Hertfordshire
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Blog Post 41: Blocking the Subway in Blender
The first step in my subway structure modeling process happened in Blender where I started building the foundation of the structure. I paid attention to my earlier sketches while concentrating on modular building approaches which include walls floor platform pieces and pillars. The UE5 interface had exact grid alignment which enabled perfect mesh positioning.
The most beneficial approach proved to work with fundamental proportions without adding detail or bevelled edges since it focused on profile and spatial relationships. The scene already had a cinematic appearance during greybox rendering.
A whole lot of composition work starts well ahead of the time when lighting is being added.
#CreativeProjectDevelopment#APACHE#game design#hertfordshire#learning games#art#beingmughal#VR#game#virtual reality#vr games#video games#study blog#being#Mughal#University of Hertfordshire
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Blog Post 40: Building My Trim Sheet
The initial version of my trim sheet material began with Substance Painter. The material includes concrete panels together with tile strips and edge wear and painted metal which will enable me to texturize multiple modular pieces using a single asset.
My chosen method enables me to maintain a constant level of optimization together with consistency throughout every prop and modular wall.
The experience pleased me deeply because it brought together my analytical and artistic mental abilities.
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Blog Post 39: Moodboarding the Foliage
The subject of my work today revolved around natural elements such as ivy together with moss and root systems.
My reference collection included more than 30 items obtained in forsaken greenhouses and green tunnels together with ancient stone structures. Plants in my project serve more than decorative purposes since they belong to the main storytelling elements. Nature invades ruined areas by threading itself through spaces that people have forgotten and in this way it takes back what urban decay stole.
All base plant assets will come from Quixel Megascans which can be placed throughout the scene through UE5 foliage tool features.
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Blog Post 38: AI in Ideation — Ethical Boundaries
Today I tried different environmental prompts within the Midjourney application. The process allowed me to develop new perspectives even though I did not utilize any direct outputs. Composition techniques alongside lighting methods became stronger emotional tools because of it.
I implemented firm boundaries which protected my work at all times:
Every final project must omit all assets produced through AI. The only permitted AI application limits itself to concept development and planning work.
The statement concerning pre-production ethics appears in my document alongside proper acknowledgments.
Reference: Midjourney (2024) AI Concept Exploration. Available at: https://www.midjourney.com (Accessed: 10 Apr 2025)
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