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When the Snow Stops Falling Part II - Technical Breakdown

[October 2017 - March 2018]
[Work in progress]
This time showing off some of the technical aspects of my bachelor graduation project (beware, it's going to be a long post). See also Part I for details about the intro sequence (https://www.artstation.com/artwork/WLwDv).

The project is about illustrating the five stages of grief according to Elisabeth Kubler-Ross in a short playable demo, told by a linear story mainly with interactive 3D texts. The different stages of grief are supported by a different physical behavior of the environment (gravity) as a metaphorical stylistic device.

It's still a work in progress and I will probably post updates once I found the time to model all the ingame props and fix some bugs :)

More info: https://forums.unrealengine.com/community/work-in-progress/1444858-when-the-snow-stops-falling

first of all, before coming to the blueprints, here are some screenshots and a video from the game

first of all, before coming to the blueprints, here are some screenshots and a video from the game

When the Snow Stops Falling EarlyDevBuild Gameplay

prototype of the attic scene which illustrates the second stage of grief, anger

prototype of the attic scene which illustrates the second stage of grief, anger

prototype of the sewer scene which illustrates the stage depression

prototype of the sewer scene which illustrates the stage depression

prototype of the last stage, acceptance

prototype of the last stage, acceptance

the character with key animations and different particle behaviour

the character with key animations and different particle behaviour

airduct model, setup for the sideview camera

airduct model, setup for the sideview camera

So, starting now with showing more technical stuff. I used a simple blueprint level streaming method for scene management to always guarantee the best possible performance

So, starting now with showing more technical stuff. I used a simple blueprint level streaming method for scene management to always guarantee the best possible performance

blueprint setup for the physical 3d text. Also includes features like animation, colorize when near the player and controller vibration.

blueprint setup for the physical 3d text. Also includes features like animation, colorize when near the player and controller vibration.

The 3d texts will stay in place. If touched by the player, the single letters will be pushed away, but still not fall down to ensure the player can still read it. After leaving the trigger box the letters will fall to the ground and stay interactable

The 3d texts will stay in place. If touched by the player, the single letters will be pushed away, but still not fall down to ensure the player can still read it. After leaving the trigger box the letters will fall to the ground and stay interactable

a simple show-text-when-near logic, used for all the small non interactable texts

a simple show-text-when-near logic, used for all the small non interactable texts

simple object to location logic. Used for teleporting the player up to the next level when finishing the cathedral part for example

simple object to location logic. Used for teleporting the player up to the next level when finishing the cathedral part for example

the player character blueprint. The logic for different condition states, movement, physical animation and 3D sound are setup in here

the player character blueprint. The logic for different condition states, movement, physical animation and 3D sound are setup in here

this is the character animation event graph. It contains the logic for footstep sounds and different animation states

this is the character animation event graph. It contains the logic for footstep sounds and different animation states

all the animation states with transitions

all the animation states with transitions

overview of the level blueprint

overview of the level blueprint

level blueprint: setup for the camera behaviour in different parts of the level. In this I can control how to blend to different cameras. Like nearly all the gameplay logic, it is only called when overlapping specific triggers

level blueprint: setup for the camera behaviour in different parts of the level. In this I can control how to blend to different cameras. Like nearly all the gameplay logic, it is only called when overlapping specific triggers

level blueprint: setup for the player head particle behaviour in different parts of the level. The logic for the pause menu and an image effect is also setup here

level blueprint: setup for the player head particle behaviour in different parts of the level. The logic for the pause menu and an image effect is also setup here

a blueprint for one of the specific cameras. It is a sideview camera which follows the player through the airtducts and pipes. The blending to this camera and back to the third person is managed in the level blueprint

a blueprint for one of the specific cameras. It is a sideview camera which follows the player through the airtducts and pipes. The blending to this camera and back to the third person is managed in the level blueprint

the logic for zero gravity for the last level. it is called when entering a specific trigger and sets the state for zero gravity so the player and level blueprint can deal with different behaviour settings

the logic for zero gravity for the last level. it is called when entering a specific trigger and sets the state for zero gravity so the player and level blueprint can deal with different behaviour settings

another example of changing the physics - it applies a direct force to the backwards direction, pulling the character away and also the animation behaviour of the "evil sphere"

another example of changing the physics - it applies a direct force to the backwards direction, pulling the character away and also the animation behaviour of the "evil sphere"

main menu widget

main menu widget

main menu event graph. correct setup for using both keyboard and gameplay and changing the focus accordingly

main menu event graph. correct setup for using both keyboard and gameplay and changing the focus accordingly

and lastly, the pause menu graph

and lastly, the pause menu graph