<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Unreal | Ben Ahlbrand CV</title><link>https://benjamin.ahlbrand.me/tags/unreal/</link><atom:link href="https://benjamin.ahlbrand.me/tags/unreal/index.xml" rel="self" type="application/rss+xml"/><description>Unreal</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Wed, 12 Oct 2016 00:00:00 +0000</lastBuildDate><image><url>https://benjamin.ahlbrand.me/media/sharing.png</url><title>Unreal</title><link>https://benjamin.ahlbrand.me/tags/unreal/</link></image><item><title>Environment Modeling in Unreal Engine 4</title><link>https://benjamin.ahlbrand.me/post/2021-12-08-environment-modeling-in-unreal-engine-4/</link><pubDate>Wed, 12 Oct 2016 00:00:00 +0000</pubDate><guid>https://benjamin.ahlbrand.me/post/2021-12-08-environment-modeling-in-unreal-engine-4/</guid><description>&lt;p>For an environment modeling course I took at Purdue University with Daniel Triplett, we had to put together a classic corridor scene in Unreal Engine 4 w/a couple of different lighting setups. All textures were made in Substance Designer.&lt;/p>
&lt;p>Here&amp;rsquo;s a video with the post processing and day time lighting:&lt;/p>
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&lt;p>Here&amp;rsquo;s a few stills from the night lighting:&lt;/p>
&lt;p>#
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&lt;div class="w-100" >&lt;img src="https://benjamin.ahlbrand.me/assets/corridor2.png" alt="" loading="lazy" data-zoomable />&lt;/div>
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&lt;p>#
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&lt;div class="w-100" >&lt;img src="https://benjamin.ahlbrand.me/assets/corridor3.png" alt="" loading="lazy" data-zoomable />&lt;/div>
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&lt;p>#
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&lt;div class="w-100" >&lt;img src="https://benjamin.ahlbrand.me/assets/corridor4.png" alt="" loading="lazy" data-zoomable />&lt;/div>
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&lt;/p></description></item><item><title>Unreal Engine game jams</title><link>https://benjamin.ahlbrand.me/post/2021-12-17-unreal-engine-game-jams/</link><pubDate>Tue, 17 May 2016 00:00:00 +0000</pubDate><guid>https://benjamin.ahlbrand.me/post/2021-12-17-unreal-engine-game-jams/</guid><description>&lt;h3 id="vr-asteroids-gaze">VR Asteroids Gaze&lt;/h3>
&lt;p>I built this in a few hours for a VR experience similar to the class Asteroids game - sans player thrusters, as the issues with motion sickness would be pretty excaberated in a 3D free fall situation like that.&lt;/p>
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&lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="allowfullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/y9FCDd72vFQ?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="YouTube video">&lt;/iframe>
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&lt;h3 id="vr-shooting-gallery">VR Shooting Gallery&lt;/h3>
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&lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="allowfullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/SkZWerD1TTU?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="YouTube video">&lt;/iframe>
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&lt;h3 id="vr-warp-menu-maze-wai-and-physics-actors-demo">VR Warp Menu Maze w/AI and physics actors demo&lt;/h3>
&lt;p>I built this quickly riffing on standard assets available with Unreal Engine in order to procedurally generate a shooting gallery tower by means of blueprints&lt;/p>
&lt;div style="position: relative; padding-bottom: 56.25%; height: 0; overflow: hidden;">
&lt;iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="allowfullscreen" loading="eager" referrerpolicy="strict-origin-when-cross-origin" src="https://www.youtube.com/embed/QeXl3zZf3Ow?autoplay=0&amp;amp;controls=1&amp;amp;end=0&amp;amp;loop=0&amp;amp;mute=0&amp;amp;start=0" style="position: absolute; top: 0; left: 0; width: 100%; height: 100%; border:0;" title="YouTube video">&lt;/iframe>
&lt;/div></description></item><item><title>VR Online Multiplayer FPS Unreal Engine 4</title><link>https://benjamin.ahlbrand.me/post/2021-12-17-vr-online-multiplayer-fps-unreal-engine-4/</link><pubDate>Mon, 02 May 2016 00:00:00 +0000</pubDate><guid>https://benjamin.ahlbrand.me/post/2021-12-17-vr-online-multiplayer-fps-unreal-engine-4/</guid><description>&lt;p>My good friend Jacob Richwine and I built a VR successor to the source engine game &lt;a href="https://store.steampowered.com/app/60/Ricochet/" target="_blank" rel="noopener">Ricochet&lt;/a> that we called, Tricochet (clever, eh?) that leaned very heavily into the TRON design stereotype. Fun fact - Disney&amp;rsquo;s investment in TRON computer graphics VFX sparked a lot of amazing innovations (one of which is procedural &lt;a href="https://en.wikipedia.org/wiki/Perlin_noise" target="_blank" rel="noopener">gradient noise&lt;/a>).&lt;/p>
&lt;p>We had a lot of fun with it, and added too much post FX, player AI, blinding attacks, physics based discs. We networked it together for a multiplayer experience.&lt;/p>
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&lt;p>Here are some videos from the dev process digging into Behavior Trees and enemy game AI:&lt;/p>
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