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Eco-Racer Evaluation

Getting Started - The Brief

Simply put, for me to get started on this project, I was given a short brief from my tutor. "To create a race vehicle and 2+ background assets or concepts for a racing game that made players think about the environment in some way." So, have I actually achieved what I was set to do? Some may look at the development on each model using the correct modelling pipeline and say that I have gone further than expected to, which on it's own excludes other main attributes of the project such as the fully sculpted topography of a fictional landscape including various quantities of hidden art techniques, or it could be the  HUD that was designed within a digital art software and made fully functional with custom parameters and interactivity. More on this below:

The Technicality and Audience Appeal

When it comes to the technical side of the project's development, I will start with the 3D modelling, the first major beginning of it all. Even before practical work I had to visualise and fabricate an idea that would not only link to my brief, but understand what resources I would need to "complete" it within a timeframe, and work to a professional standard. With hours of researching and sophisticated, in-depth analysis of multiple sources, I plotted a plethora of statements regarding what areas would have things such as decals, bump-mapping to show ware and tear and attributes such as imperfections. After this I would identify the significance of certain features on the model, due to the project being revolved around the economical outlook, I would associate specific features and notify the tweaks I have made to demonstrate my keen perspective and creative production.

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Examples in which I used this is seen towards my main player vehicle. Due to the racing manufacture being a "Stereotypical" corporate company, I have used this political view of today's society and the economical issues regarding resources, to influence my design of the chassis. For instance the non-renewable fuel that has to be combusted to be of use, and it's turbojet appearance, is just on it's own going against the "Economical" brief that I was given. One thing I took into consideration regarding other racers and technology, was taking aboard the fictional and unrealistic sciences. With things such as "anti-gravitational" and nuclear power sources as an example, I included them within my design proposal in regards to a more economical alternative that racers have, (Including the politics and ethical views that this may portray to the audience).

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In-terms of copyright and any offensives that could be interpreted as that, I have viewed and documented about "hit" games that could serve as a similarity for this project, this includes the Wipeout racing game series and F-Zero racing series. There are close similarities between my project and these big titles. When designing concepts for vehicles and interpreting environmental abstractions I would look at these similar titles and gather "inspiration". This doesn't mean taking ideas straight from the games, but seeing what I can do to develop an idea or concept that they have used and turn it into my own creation, all while staying within the copyright boundaries. One small thing to note is how I am not publishing this project neither attempting to make an online server, which nullifies any suit for copyright claims as this is simply a "personal" and private project.

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In regards to the target audience, I have strived to make the game as suitable for any aged individual over the age of 8+. Due to the fast-paced, reckless nature containing speeding and potential vehicular crashes. Relating to my research, in games such as F-Zero, characters are quick to lose their temper in a disorderly fashion and contains gender stereotypes such as the winners to get celebrated by girls and are symbolised as heroes, all while losers are mocked. In my version of the game, there are little to no sexualisation of gender stereotypes and I have ensured that diversity has been respectfully represented throughout the racing characters.

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Visually, in regards to attributes such as colour theory and shape language, ill start with the player's vehicle. It's main primary colour would be black, and the secondary colour is Red. These two colours combined resemble a sinister or "powering" symbolism, as said before, this can relate to the corporate view and political perspectives. But can also be seen as the unethical or sort of "villain", which is integrated within the structural design. The main vehicle's shape language is steering towards more triangular which is significant when referring to other styles like square, (which is the most common and recommended shape when designing in the Sci-Fi style). My chosen shape language for this vehicle shows my indication when referring back to my view to express this stereotypical depiction of the corporate company that manufactures this vehicle. Whereas, when perceiving the two other background assets that I modelled, these differ in colour and have a more rectangular or square shape language, in which to the audience is perceived as more harmless and sturdy.

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This was the video that I created to showcase everything related to what was contained within the project to things such as the development and thought path:

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Professionalism

Starting with concept art, I was using Photoshop to not only create the basis of my vehicles and project but fabricate definitive and unique proposals. In order to work to such a high standard as stated and demonstrative in my previous segments above, I had to take into consideration how the software content is organised and kept to a clean, professional standard. Starting with Photoshop, it is especially crucial to have an organised work space. How I went around organising asset files was as follows, I started to separate and identify different file types that I would be using and creating separate sub-folders to differentiate items such as any custom brushes, fonts or visual assets. Once these folders were established, I went around creating folders for each model, thumbnail/s and took into consideration what software was being used for that certain asset/artwork. As an example, for my main character's racing vehicle, I had to consider where to assign all the Maya files, potential renders, texture maps, Fbx files and anything related to artwork, such as photoshop files, etc. Therefore I broke it all down from one parent folder named after the asset, then sub folders with their branching, organised contents.

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Regarding to my brief however, I was tasked just to simply "create a race vehicle and 2+ background assets or concepts that made players think about the environment". I personally feel I have achieved this and put in the extra effort to confidently and solidly say I have met my brief. This is apparent in my thorough model designs, including attributes such as, advanced topology structure, multiple references to the 3D production pipeline, correct use of sophisticated modelling tools (bevels, extrusions, 3 booleans, preparing and setting up UV's for different texturing software and organising custom materials with the correct naming used in the industry. After everything was finalised within Maya, most of my models would go into a Texturing software called Substance 3D Painter, this stage on it's own was more than that was said of the brief, during this stage I generated and manually designed textures and materials that would apply onto my model.

 

A main example of this would be for my main vehicle, I added multiple, organised layers and manually painted on things like imperfections, decals and essentially made it fit to the environment it was going in. I also researched about adding certain types of wear and that similar of rust on metallic surfaces or flaking away of paint. This was called "Edge-Wear" which was added using Substance and was applied to all texture maps/materials, a notable mention would be how crucial normal mapping/bump mapping is. As this made a 2d, drawn effect come to life in 3D which added deteriorative states within certain assets. Building on extra things I did, I also put all my 3d assets onto sketchfab, an online 3d viewing experience, and would serve as a portfolio, not only did I have to correctly organise my texture maps and export them properly, but assign the Fbx, texture maps, configure lighting, camera views and document the asset keeping it as professional as possible. Not only this, but for some assets I wanted to illustrate them in a professional course of action, this was when I used marmoset toolbag, very similar to substance but is a real-time rendering toolkit.

 

To set this up I imported the asset I wanted to render, then added each relative texture map within the model's properties. Then proceeded to add things such as post processing FX, these include: Anti-Aliasing, Bloom, Color Grading, Lens Flares, Reflections, Vignette and Grain. In regards to camera settings and how the scene will look itself there were multiple settings I customised, in order to fit each asset differently, and setup each environment differently, depending on what asset it would be, as I can tie things like colour theory in. These settings were as follows: Depth Of Field (altering fov, focal points, near/far planes), distortion, Ray Tracing +Caustics (altering noise levels such as diffuse, radiance and reflection, plus changing rays per pixel samples), shadows, occlusion - Ambient and finally, the reflection. With all these setup for each asset, I proceeded to render them as a turntable which would leave me with a short clip resembling a professional showcase. 

 

Regarding the unreal side of things, excluding the design and finalisation of assets. I strived to create an environment that would resemble a more dystopian and contain that "run down" appearance as quoted from my research. Starting with the map, I sculpted a landscape containing references from my research and produced a technical topography, these were the features that I incorporated to produce this:
 

-Modelling Foliage models within Maya and UV mapping each.

-Exporting multiple .FBX files and importing into the engine 

-Utilising Unreal's built in sculpting/painting toolset, but also importing custom Alpha brushes to work around the engine's limitations.
-Developing materials, Paint layers, utilising CineCameraActors, postprocessing/rendering scene views.
-Building And Exporting Lightmaps in a finalised scene.

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During designing the landscape itself and directing more towards technical features behind the scenes, I would always attempt to light up the scene as perfectly as I could, this included me taking into consideration the correct compositions of certain assets that would be used to direct the player's eyes. Employing this technique of fixating certain areas and keeping the fast paced tempo, combined with my implementations of post processing, animated and multiple, visually appealing background assets, various lighting techniques (directional, area, occlusion shadows, depth, motion/lens blur), this all came together to make my work look like a professional piece. Relating to organisation and perfectionism, the interactive Heads Up Display (HUD). I decided to go off brief  for this feature as I felt a racing game such as this one, requires a HUD that allows the player to instantly recognise what its trying to portray. It all started within Photoshop, once I researched all that I needed, I started creating something as simple as a health bar. Manually designing this, with references of course, I used Photoshops layer settings to add things such as Bevels&Emboss, Inner Shadow and Drop Shadow. After designing the inner filler this bar to change value, I designed the border and exported it as a PNG. After proceeding to use similar techniques for each interactive bar, then came the speedometer. Instead of using a traditional linear progress bar, I decided to go for a more circular design. This, in photoshop consisted of 4 layers, the background shadow, outline, center piece and the plate for the numerical values. These were assorted in order to allow things like outlines and shadows to function properly, the main reason for this however was to prepare for Unreal and it's calamities in regards to circular progress bars. Again, I exported each as a PNG and proceeded to import them in. 

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After I added a Hud Canvas and setup the simple progress bars, it was time to make a material that can be dynamically used and customised via blueprint and track object speed, then display it as a numerical value in a real life metric value of speed, which would then be displayed resembling a complex shape that has boundaries and doesn't overlap the gauge designed in photoshop... A pretty hard challenge, in which again was not required of the brief. I set out to research multiple ways I can achieve this, over 7 or so collective hours of research, trial and error, it left me with the plan of creating a parent material that generates a circle similar to what I want my progress filler to be, then creating dynamic, public values in a material instance that can be edited down to have starting/ending points. Once this was established after a day, I set out to actually make it functional and working relative to the speed. In the HUD graph I referenced the First person character movement and created a dynamic material instance that serves as the base of the interactivity. After referencing the velocity of the player and using some simple maths equations, I used the material parameter collection that I made subsequent to the material, to allow me to reference how full the bar is, the starting point and ending point of the circle. In the blueprint I used this collection to set the alpha value (the alpha value is how full the filler bar will be from a value of 0-1) as the fluctuating value, which will be the velocity. Not only this but I added a small numerical counter to also serve as a more accurate value. This stage was the most significant and difficult contribution to the project I have documented the issues in the next section. This especially shows my perfectionist attitude.

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Here was the informational showcase I designed to explain this more:

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The HUD alone was by far the most intense and extensive segment within my entire project. Its such a shame how unconvincing and simple the speedometer asset may be perceived to be by some people when looked at from a perspective. If something works as intended and doesn't serve much importance other than it's cosmetic attributes, to me I think it would be overlooked if I asked the player what they think took the longest to develop. This in turn has made me respect and enquire on professional work to a great extent when examining their work. Another area of my project which could sustain this elementary outlook is the main vehicle, it is the signature asset for the player to see, but can often be overlooked when compared to the flashy, fast-paced environment. Deep down, the topology and wireframe on their own, expresses how complicated the construction of the asset is. Combined with the hard work and hours of UV mapping and sending it to texturing software, manually painting and designing edge-wear/grunge, to then in the engine with vast amounts of hidden lighting, post processing and the colossal amounts of referencing to assets/materials/HUDs via blueprints is baffling.

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This project compared to actual certified professional work was serviced from Artstation and artist: 

 

 

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It will streamline the workflow.

it helps other designers to understand our design structure easily.

  1. All designers involved with the file can do a revision, quickly and easily, if necessary.

  2. This minimizes errors in the criss-cross production process.

Issues I encountered - Software development

To illustrate my various issues and software development ill start with the various amounts of software that I used within my project. This includes software other than just Unreal and Maya. So things like Substance 3D Painter and Marmoset Toolbag 4. Before this project started I only used Substance 3D Painter to its minimal potential, to simply add details to models and export texture maps and assign them onto a 3D Viewer such as Sketchfab. Referring to my modelling skills, this project allowed me to work on my refinement on mesh topology and learning new and innovative ways that can allow me to model much more complex shapes and structures. As an example I have picked up on learning the importance of edge-flows and closing off unfinished verts to corners. Due to the project being set within a Sci-Fi genre, there are unique structural styles and features that can be used to give the audience a heightened impression of a model, an example of this is a visual detail and term that is used within the Sci-Fi genre called Greebling. To Greeble an object manually within a software such as Maya, it could take up to hours to extensively gain visual attraction. Therefore I decided to look at Maya's online community forums and found a custom plugin free to use which included a custom script that can create the Greeble effect on specific faces. This not only saved time but also helped with the my better understanding of an entire genre and added a visual impact/aesthetic that relates to the genre in an alluring fashion.

 

Not only did I practise and develop my modelling skills as a 3D artist, but also allow me to render within both Substance and Marmoset which allowed me to solidify my knowledge of texture maps and other small accomplishments like adding things to Sketchfab. This project allowed me to resolve some issues that weren't solved before. Some of these issues include how I utilised perception and composition in regards to rendering my assets and in the game view itself, this project gave me the opportunity to start experimenting with rendering software, hence my usage of marmoset, I strived for a turntable that can be used to resemble a portfolio piece and require my extensive toolset for presenting my skills. Using Sketchfab was useful for website embedding and interactivity for networking, but for rendering with sophisticated scenes, it wasn't a good example. Not only this but the usage of these texturing software allowed me to learn more independently about what each post processing effect does and how to utilise them within the texturing and rendering. 

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On the modelling and Unreal topic, the project being set in such a complex and creative genre helped me focus on my practical capabilities, especially in regards to wireframes and UVs. The Sci-Fi genre itself served as a good enhancer to my modelling technique and allowed me to use professional techniques that are used to optimise models and keep them "clean", i.e, closed off edge loops, tied off verts, flowing edge-flows, keeping to tris rather than quads as this was a technique I wanted to build on (ensuring there was no rigging/animating anything). A similar thing with UVs, I only used the Automatic creation tool that Maya has to easily manufacture a set of UVs. I have also learnt the importance of projecting UV's manually due to the importance of understanding how they function and how to fix them, rather than being limited to automatically generated UV's. This subsequently allowed me to be more organised within texturing software which is crucial in a workplace. Not only that, but have significantly more clean lightmaps when lighting a scene, which can lead to some satisfying renders.

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Before this project I never created a HUD from scratch, this was purely due to me being intimidated by it's vast use of digital art software combined with some complicated Unreal blueprints and combining this all together mixed with math equations and technical material arrays. The main issue I had to fix around this was the circular design, traditional progress bars are linear and horizontal so creating such a dynamic and interactive design is tricky, but this didn't stop me.

 

These were the websites I used for reference:

 

https://aqws3.github.io/2016/07/27/creating-a-simple-speedometer-in-ue4/ 

https://youtu.be/k1dQtXArvcE

https://youtu.be/0Q53V-KreDg

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The big main issue I encountered when starting out was when I naively decided to make a traditional pin style speedometer, I conjured up a simple and basic Pin design in Photoshop and rigged it up in a HUD, I made it functional and with a very basic text box resembling the velocity. This method would later be removed do to it's counterproductive design and unimpactful appearance, this also required me to add a background panel to this pin, which would have taken up too much crucial time, or I can make a new more complex design that was definitely going to function. Another reason why I pulled this design was due to the crude visual scripting, it wasn't customisable at all and I personally didn't accept it as I wanted more out of a HUD, building on that perfectionist attitude.

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A big issue I had which made me result to a generated progress filler bar was again due to my lack of knowledge as I never designed, nor scripted and made it interactive. I started off with re-designing the photoshop assets, including a finalised Gauge design and a PNG filler bar. After getting the gauge assets all into unreal and into the HUD canvas,  I was using the internet to alter this PNG to make it change dynamically. This was when I stumbled across the Github website above, it contained crucial information which helped me to understand the fundamentals, but, there was a hiccup. This method was meant to be assigned to a GameObject of some sort, this means it wouldn't be static and changing like the rest of my bars were. However I have learnt some important information all about texture alphas,  scalar parameters and texture masks. 

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This was when I discovered the 2nd Youtube link, this was the person who introduced me to generating dynamic materials and have it returned on the HUD canvas, I learnt some more important information all relating to alpha fundamentals and gave me an insight to my next steps involving customising this material to then reference it with visual scripting, all during my deadline. This was when I found the Youtube link above, this video was my key to success, it not only contained the Unreal project that it was made in, but the video explanation was perfect for what I wanted to achieve. It included information all about why the texture masks are important and how they contribute to the circle, and how to generate and setup a material array that has customisable values in the alpha and starting positions. Once this was established, I started to find out how I link this with velocity, this was is when the first Github link comes back into play. I had to integrate and improvise when referencing things such as the character speed, but after a few hours and my newly learnt knowledge, I was able to pull it off. My only final issue with this now was getting it into the HUD canvas, this was solved by adding a image widget to the canvas hierarchy and simply assigning brush image to the instance of the material that was created and customised with it's preferences. 

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This was the showcase below of it working as intended:

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Other smaller issues can include me importing in all my texture maps for my background vehicles and main vehicle into unreal. This was simply due to my lack of knowledge, but was quickly fixed when I did some trial and error with the "TextureSample" node within each material for the assets, a small issue to fix, but will have a big outcome. Extra details on texture mapping my assets is within the production diary.

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And finally, in regards to the feedback on my project, I received multiple positive remarks, but also was given some improvements that I could have made, I asked questions from anything to photoshop designs to any topology improvements to models. Possibly the most significant and impactful feedback that I received was actually for the Speedometer, as said before, it was originally a pin design, more traditional, but feedback from one of my peers allowed me to ponder about another, more Sci-Fi design. My peer said how they thought with that design of gauge, it would be too out of place and unnatural when compared with other HUD features such as the healthbar and boost bar, which I totally agree on. Another form of constructive feedback that I received was about the original plan for the Landscape, initially I designed it too large and expansive in their opinion, and that I should downscale things such as the hills and to create a more clearer path for the racer. After reading my peers constructive feedback I went right away to fix the small issue which led to me making some quick adjustments, afterwards this was fully fleshed out and complete. In regards to the ship assets and foliage placement, I only received positive feedback, which was a huge accomplishment.

Improvements?

Successes - What Did I like/Need To Improve?

3 things I liked in my project:

Lets start with the assets themselves, I personally feel that I have worked hard within this project, not only have I produced much more than what the brief has told me to do, but I have really enjoyed every stage when working through the 3D Production Pipeline. Not to mention planning intricate and creative concepts that I have brought to life with the same toolset as a professional artist. My most favourite parts when talking about the asset design, would be the texturing and rendering stage, once my assets were modelled and fleshed out, they looked basic. But, when I started to refine them in something like Substance 3D Painter, it was beginning to look really pleasing and executive. The best bit is the rendering, whether im in substance or marmoset Toolbag, setting up a dynamic scene with a sweeping amount of post processing and lighting, and then spending large amounts of time refining, improving and enhancing my models to the point where I can put them on Artstation and be proud of what I have created.

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Another thing I have adored within my project was the concept creations within Photoshop. Initially, before any of this production was created, I was tasked to conjure up thumbnail designs of my interpretation of what a Sci-Fi ship that I would like to create. After making better and better designs, I came to the final art piece. It was this part that I spent nearly the longest on, I liked the ability to have practical freedom in what my creativity can show and building upon layer by layer. Not only this but I did quite enjoy researching all about different perspectives and learning things such a the two point perspectives, and educating myself on vanishing points and horizon lines. I used these techniques combined with extensive consideration for composition.

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Finally, I enjoyed using some of these concepts to actually put them into the 3D perspective. The main reason that I think the modelling sides of things was fun was due to the skills I learnt and utilised along the way during my difficult problem solving. I embrace the idea that I have used and significantly produced multiple assets that can be used to enfold upon me as an artist and can help influence my capabilities when being looked at from an employer's/grader's perspective.  Modelling for this project has given me a chance to illuminate my eye for composition, realism, texture, colour, and lighting.

Positive Feedback

One thing I will say about my feedback, was how most reviews and interpretations were in fact positive, this is a brilliant outcome in my opinion, this shows I have been successful in association to my brief. My first few responses were specifically noting towards my use of post processing within the Unreal scene, and especially how it interacts with my vehicle and surrounding assets. Both responses were also congratulating me with my attention to detail on the main vehicle, also how established it appeared within the scene. I additionally received some pragmatic reactions more towards my HUD design and how polished it looked to their own perspectives. They especially preferred the newer speedometer design, which is huge for my project development and shows how important interpreting constructive and relative criticism is. Overall for feedback minus specifics, everyone was pleased with what I created which gives me confidence in my next task in hand.

Progress and Learning

learnt any skills?

Regarding to new technical skills that I have never learnt before and haven't been said previously, I managed to texture all 3D assets  and managed to set up fully customised UV shells that were utilised within a software that had the capabilities to teach me a multitude of new skills and gave me a new creative eye for the creation of 3D and reinforced my artistic skillset. Building on this I also strategically assigned each asset into a custom virtual environment built in the Unreal engine. A notable mention of a few specific skills that I have picked up on was the use of Quad-Draw within Maya, it allowed me to have a very basic start when formulating my vehicular designs, this also allowed me to save a considerable amount of time as I made each model contain reflection symmetry.

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During my time in using Unreal, I never really anticipated how impactful and important they are when creating a scene within the engine. My project included quite complicated blueprints from designing the HUD to dissecting a playerController and adding multiple variables, even things such as debugging and testing features. Technical skills that I picked up when developing content within my use of software and applying relevant clarity throughout my uses of anything related to creative interpretation would be things such as:

- Creating a fully dynamic, complex , Heads Up Display that is tailored to giving information quickly, efficiently, and with minimal effort on the part of the player when perceived.

- Interpreting and deciphering feedback with references from an audience and applying this precisely while keeping to the correct directives

- Fully designing unique concepts within a raster graphics editor and applying interactive features within a game engine.

- Independently identifying development requirements either through research or inspirations, this is relating primarily to my self-instructed modelling techniques. 

- Uses of Multiple lighting techniques such as using both static and dynamic volumetric lighting to support assets when focused from a certain perspective or orientation, this not only enhances the sense of volume, but can be used to escalate aesthetic appeal.

- Improving project management skills such as, prioritising specific tasks with a solid project insight and schedule, being able to refine my visual communication to my audience via my interpretation of a genre and developing my skill set efficiently to be suit for potential hiccups.​

- Utilising an integral pipeline to integrate multiple core skills to produce high quality visual assets.

- Producing high quality renders for websites and online 3D Viewers for other artists to view and network from, made using the latest industry standard software and techniques.

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If I could do this project differently the next time around, I would obtain more insight with my toolkits before I start getting too ahead with more advanced and complex software, as I found have to stop and comprehend a new feature, which would take too much time and caused me to lack in some areas of Unreal. One other thing I would do that would significantly improve my next project is to prototype and test features more frequently as I found myself not optimising my time which has led to me missing out on a few important aesthetics on things such as texturing.

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What grade would I give myself?

For my research and planning segments, I would personally give myself a merit/distinction for this, I am including merit as there could be some areas that lack with my interpretation of thorough relevant sources and lack of. However I feel as though my research produced is sufficient enough and view of my project is sentiment. In regards to the actual product and work produced, I personally think this is distinction grade, as expressed before about my brief, I have gone over the simple requirements and manufactured the required skills and more, within my assets that formulate my product.

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