
Getting Technical.
The Awakening | The prototype
This project was the exploration on interactive Blueprints, Game play logic, brief cinematics and VFX. This was the accumulation of my final project through ELVTR course TART (Technical Artist) that ran from April 30th - June 25th of this year. The goal was to learn what a TA does, what is required of them to do and how might I add this to my skillset or change in career.
So this project and course we for me to get familiar with a TA role and to develop my skills in this.
The Technical Goals
01 | Create a reactive environment using blueprints
02 | Demonstrate communication between multiple Blueprint actors
03 | Use Dynamic Material instances to control emissive materials
04 | Create cinematic sequences using Sequencer
Skills Used
01 | Blueprint Visual Scripting
02 | Sequencer
03 | Dynamic Material Instances
04 | Niagara particle system
GamePlay Flow
Opening cinematic >> Player gains control >> Player activates tiles >> Temple manager tracks progress >> Sphere energy increases >> Doors close >> Final cinematic
BluePrint Architecture
BP_TempleManager
Purpose: acts as the central controller for the temple
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Tracks activated tiles
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Calculates overall temple energy
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Updates the sphere
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Detects when all tiles are activated
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Triggers temple sequence
Key variables
ActivatedTiles, TotalTiles, SphereEnergy, SphereReference, DoorReference
BP_GlowTile
Purpose: represents an interactive floor tile
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Detect player overlap
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Activate only once
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Change emissive intensity
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Notify the temple manager
Flow: step on tile > tile activates > material brightens > temple manager receives activation
BP_Sphere
Purpose: controls the visual behaviour of the central artifact
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Receive temple energy
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Update emissive intensity
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Prepare the final cinematic
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Control the final visual effect
Flow: temple manager > refresh sphere brightness > update material > final sequence
BP_StoneDoor
Purpose: controls the temple entrance
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Open when triggered
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Close after puzzle completion
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Animate using timeline interpolation
Flow: trigger volume > door opens > temple complete > door closes
Project Details
Dynamic Material Instances WorkFlow
Begin play > create dynamic material instance > store reference > modify scalar parameter > material updates in real time
Blueprint Communication
Glow tile > Temple manager > Sphere > Door > Sequencer
All gameplay logic passes through the temple manager so each blueprint has a single responsibility
Challenges
01 |
Blueprint communication between actors
Managing blueprint references
Dynamic material parameter updates
02|
Biggest ones were the BP_Sphere gradual light increase and getting the end cinematics to trigger at all for the last tile. It was the math functions and understanding the flow that was confusing.
Future Improvements
Things I would like to work on and learn :
Using ChatGPT and Gemini less, as this project was heavily supported by ChatGPT and Gemini, though many times it was getting things wrong and I had to map a good portion of it out myself. But it was very handy on debugging and resolving most of the issues that I had at times.
Improvements on :
Niagara particle effects (have them be more interactive and stand out more)
Sphere fracture simulation (adding to gameplay)
Improved pillar activation (with certain tiles activating certain pillars)
Bioluminescent water shader (add in a reactive water shader)
Advanced lighting polish
Environment storytelling (using custom made or free assets to bring the scene to life)
Optimized blueprint architecture
















