Final Art Pass and Particle System Integration

These past two weeks were focused on pushing the environment to a shippable state. I completed set-dressing across all 10+ rooms, layering in props, decals, and FX. All modular elements were modeled in Maya, and several custom sculpts from ZBrush were added to anchor scenes visually. My tiling texture set continued to hold up well, and I adjusted some roughness and normal detail to better respond to lighting changes.

My primary particle system is now fully integrated into the game. It triggers in response to gameplay events, with each stage—activation, transmission, etc.—animated and synced with scripted interactions. This system was implemented using Niagara in Unreal and packaged inside a looping test level for debugging. I made sure each emitter met performance standards, limiting materials and texture resolution for optimization.

With content complete, I focused on debugging and polish. All debug text, triggers, and line traces were hidden or removed. Lighting passes were finalized, and I verified that the frame rate stayed above 30fps throughout. I also cleaned up my Perforce submissions and ensured all naming conventions were correct across assets. With Gold Master next, I’m doing final walkthroughs and preparing my OBS recording.

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Gold Submission Complete – Final Build and OBS Playthrough

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Cinematic V/O and Finalizing Materials