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Final Year Project - Dissertation
Heavily based off the Remnant: From the Ashes & Remnant 2
My Roles: Level Designer, 3D Artist, Environment Artist, Scripting
Duration: 29th January - 17th May
Procedural Level Design
Dissertation Title
Exploring Procedural Level Generation using both new and old tools and techniques within Unreal Engine 5 to create a 3rd Person Shooter, Action-RPG experience
Goal
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Gain a better understanding of the newly introduced PCG Plugin / Tool added to Unreal Engine 5.2
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Create 5 Coherent Blockout "Chunks" which can be slotted alongside one-another randomly to create a seamless experience
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Learn how Procedurally Generated Content is designed
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Better improve how we design for Procedural Generation
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What are the Pros / Cons and the Drawbacks of Procedural Content Generation currently
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Ensure a consistent and fun experience for the player
USP (Unique Selling Point) Randomised Chunk Spawning
Below is my Blueprint "BP_World" which handles the Randomised Chunk spawning, originally before learning the capabilities of the PCG Plug-in, I envisioned using this to handle the procedural spawning but was unable to in the end after I quickly discovered it wasn't designed for that purpose thus I had to quickly alternate and use Blueprints instead.
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