Unreal Engine 4
I’ve been using Unreal Engine since the original Unreal.
It’s my engine of choice when it comings to anything ‘dev’.
Even if I do still miss/love id Tech 4.
15 December, 2022 Shark people – I need you!
I'm nearing the end of my Masters (alarmingly if I stop to think about how much work is left) and so the time has come to find participants. Read in full...
15 September, 2022 Seven Thirty
A few weeks ago I created a short cinematic for a competition. I then completely forgot to say anything about it on my journal. Hashtag - winning at life. Read in full...
24 July, 2022 Akulabyte
Akulabyte is a separate project through which I'm documenting the progress of my foray into games design, specifically for wildlife sim. Read in full...
21 February, 2021 Drawing and Unreal Engine 4 – Weekend 2D/3D Animation Test
I'm in the process of regrouting the downstairs bathroom and having reached that classic 'Ugh, can't be arsed any more' period, decided to try my hand at 2D animation over the weekend. Read in full...
19 March, 2020 HRG: Target Obliterator Basic Art Assets
Previously, Tom and I created the single greatest hyperreality game experience known to man. Today, we raise the quality to diety-like standards. Read in full...
21 November, 2019 Hyperreality Target Practice
It's time to take our awesome new motion capture stage and create something that could actually resemble a game. I emphasise my use of the term 'could'. Read in full...
11 November, 2019 T-Rex follow-up
I recently compared laser scanning with photogrammetry for creating game assets, to see which would be the superior approach. Turns out, combining both might actually be the preferable solution. Read in full...
4 November, 2019 T-Rex Skull
Laser scanning and close range photogrammetry go head to head. Which will transpire to be the superior solution for getting my lovely, replica Tyrannosaurus Rex skull into a game engine? Read in full...
16 September, 2019 Laser scanning my face into Unreal Engine 4 (and id Tech 4)
Can you imagine a bigger waste of time for a game engine? Except for Alien: Colonial Marines, Lawbreakers and anything Peter Molyneux released post Lionhead Studios. Read in full...
2 September, 2019 Building hyperreality games – Introduction
Our motion capture stage at Staffordshire University was recently the subject of a massive upgrade. One of the benefits of which is live streaming into game engines such as our beloved UE4. Read in full...
21 August, 2019 Externalising the Archive – British Ceramics Biennial
Opening September 6th at The Spode Museum Trust Heritage Centre, this event invites guests to engage with the site's incredible and historically valuable collection of moulds. Read in full...
16 February, 2019 Speed lighting – Quick, atmospheric lighting tests in Unreal Engine 4
I recently put together a small journal entry which explains some key lighting principles, demonstrated as predictably as ever with Unreal Engine 4. Read in full...
15 January, 2019 An introduction to lighting using Unreal Engine 4
Despite what my portfolio might lead you to believe, creating a compelling sense of tone, mood and narrative through lighting requires more than just chucking a load of blobs at the screen and hoping for the best. Read in full...
29 April, 2018 Creating ‘Countess – Paragon: Stylised Lighting’
I wrote one of these lighting articles a week or so back and a record-smashing FOUR people really dug it! Enthused and high on my new found fame, I seek to strike gold twice. Read in full...