Adding to my previous blog post, after retexturing my remaining props I continued on with my asset implementation into our Unreal Environment for our upcoming playtest build in our Games Design project. Due to hardware restraints with my personal computer, I decided to schedule a day outside of our usual classes where I would commute up to campus in order to get my environment assets and the light fixtures from my lighting test implemented into the Unreal project.

Below are screenshots of my Personal Quarters room being fully implemented into the environment, along with a wide view of my lighting being implemented into the Unreal project as well.

In addition, due to the idea of wanting the lighting to change with the water level in the submarine, I also wrote up a guide document for my Game Design members, in which I outline the different settings I had in my lighting test for each stage of the lighting. Which I have included below.


Lighting Values 

*Use these for when programming in the lighting changes when the sub reaches 50% (yellow) and 75% (red) 

——- 

Blue Safe lighting: 

Light Colour (Hex sRGB): 51FFD3FF 

Centre Point Light: 

Intensity: 24.0 cd 

Side Point Lights: 

Intensity: 12.0 cd 

 

Background Rectangle Light: 

Intensity: 36.0 cd 

 

Yellow Warning lighting: 

Light Colour (Hex sRGB): FFD600FF 

Centre Point Light: 

Intensity: 16.0 cd 

Side Point Lights: 

Intensity: 8.0 cd 

 

Background Rectangle Light: 

Intensity: 60.8 cd 

 

Red Danger lighting: 

Light Colour (Hex sRGB): 89282DFF 

Centre Point Light: 

Intensity: 28.0 cd 

Side Point Lights: 

Intensity: 14.0 cd 

 

Background Rectangle Light: 

Intensity: 160.0 cd 


Final note: It was at this point as well that I finally learned how commits worked in Github, and instead of uploading a file on the browser version, I used the desktop version as I knew I needed to have my environment props appear in the environment in the main branch. Due to sudden conflicts that I had not seen until the day of the playtest build, my implemented assets were sadly not in the build we used for the playtest.

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