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.

  • HRG: Target Obliterator Basic Art Assets – Building hyperreality videogames, Part Two

    HRG: Target Obliterator Basic Art Assets – Building hyperreality videogames, Part Two19 March, 2020

    Previously, Tom and I created the single greatest hyperreality game experience known to man. Today, we raise the quality to diety-like standards.

  • Hyperreality Target Practice – Building hyperreality games, Part One

    Hyperreality Target Practice – Building hyperreality games, Part One21 November, 2019

    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'.

  • T-Rex follow-up – Laser Scanning v Close Range Photogrammetry

    T-Rex follow-up – Laser Scanning v Close Range Photogrammetry11 November, 2019

    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.

  • T-Rex Skull – Laser Scanning v Close Range Photogrammetry

    T-Rex Skull – Laser Scanning v Close Range Photogrammetry4 November, 2019

    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?

  • Laser scanning my face into Unreal Engine 4 (and id Tech 4)

    Laser scanning my face into Unreal Engine 4 (and id Tech 4)16 September, 2019

    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.

  • Building hyperreality games – Introduction

    Building hyperreality games – Introduction2 September, 2019

    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.

  • Externalising the Archive – British Ceramics Biennial

    Externalising the Archive – British Ceramics Biennial21 August, 2019

    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.

  • Speed lighting – Quick, atmospheric lighting tests in Unreal Engine 4

    Speed lighting – Quick, atmospheric lighting tests in Unreal Engine 416 February, 2019

    I recently put together a small journal entry which explains some key lighting principles, demonstrated as predictably as ever with Unreal Engine 4.

  • An introduction to lighting using Unreal Engine 4

    An introduction to lighting using Unreal Engine 415 January, 2019

    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.

  • Creating ‘Countess – Paragon: Stylised Lighting’

    Creating ‘Countess – Paragon: Stylised Lighting’29 April, 2018

    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.

  • Creating ‘Paragon: Stylised Lighting – Riktor’

    Creating ‘Paragon: Stylised Lighting – Riktor’7 April, 2018