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Wyatt Todd

@thatsatoad.bsky.social

Game designer/scripter who's decent at League of Legends

5 Followers  |  2 Following  |  21 Posts  |  Joined: 08.09.2025  |  2.6637

Latest posts by thatsatoad.bsky.social on Bluesky

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Week 9 (1/1)

With my environment already blocked out, I only had to focus on the cinematic shots for this week. I was quite happy with the rough cut and I took the advice given to me and implemented most of it. Just need to do some final touch ups before the final submission.

Onto week 10. 🫑

09.11.2025 17:42 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Week 8 (2/2)

I also added the keypad that will be used in a separate sequence, but after I animate the player punching in the code (1111), it's time to move onto the cinematic rough cut.

Onto week 9. 🫑

02.11.2025 14:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 8 (1/2)

With everything for the door modeled, I moved on to animating everything in sequencer, which I think I did a pretty good job with on my first pass. I needed to add a bit more fluidity (which I did), but now my vault, laser, shutter, and gear door all look and animate beautifully.

02.11.2025 14:55 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Week 7 (2/2)

Other than those 3 doors, I still need to make the magnetic gear door and/or a door that will simply explode, but that last part won't be too hard. I obviously still need to sequence everything for Wednesday, but it shouldn't be too hard.

Onto week 8. 🫑

26.10.2025 17:51 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 7 (1/2)

Modeling isn't my forte, but I did still want to make a good looking vault + comically large amount of backup doors combo. So far, I've got the main vault itself, the laser door (door that's solid until a light trace shows the sections), and the window blinds door.

26.10.2025 17:50 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 6 (2/2)

I didn't get that much work on modeling the door and just made a quick one for size reference while making my environment. I also will prolly need to adjust it so the vault is in the wall and not in the middle of everything, but at least I know where to go from here.

Onto week 7. 🫑

19.10.2025 06:12 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Week 6 (1/2)

Bit of a slow start to the epic door project as I wasn't actually sure what I wanted to do. However, I eventually landed on a vault that has way too many doors protecting an extremely underwhelming prize (because it would be funny I think).

19.10.2025 06:11 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 5 (3/3)

I also made the chimney open its door and ignites/extinguishes a fire every time you click it. Lastly, I made the lamp alter the daylight and turn itself on/off accordingly.

I probably made this assignment harder than it needed to be, but I enjoyed it so it's fine.

Onto week 6. 🫑

12.10.2025 08:19 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 5 (2/3)

As for the interactions, the door, TV, and radio ones definitely took the longest since I needed to make quick animations for them but they turned out great. These 3 are definitely the ones I'm most proud of. The fire extinguisher exploding and being sent flying I feel is also funny.

12.10.2025 08:14 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Week 5 (1/3)

After a bit of tweaking, I got my interactive toy to be basically how I wanted it to be. The first person perspective works well, but I unfortunately had to settle with just left/right movement with a cranked up FOV since up/down messed up the rotation a bunch. It still looks good tho.

12.10.2025 07:59 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Week 4 (3/3)

I have a specific interaction that I really want to do, but it requires a model with an animate-able tongue, of which only UE's Metahumans seem to have. I tried to use it, but that system is super confusing.

Next week I will for sure get the skeletons implemented.

Onto week 5. 🫑

05.10.2025 06:23 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Week 4 (2/3)

I set dressed the room and made sure to have everything that I wish to be interactable in a blueprint. I didn't get to add much in the form of actual interactions because most of my time was taken by trying to get 2 good character meshes.

05.10.2025 06:23 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 4 (1/3)

For the interactive toy assignment, I wanted it to have it set on top of a lookout tower. The camera pawn would be from the point of view of someone who is currently stationed there. Specifically, they will be sitting on the bed. I also plan to make clicking the bed the "reset button".

05.10.2025 06:22 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Week 3 (3/3)

Lastly, I added some sewer water sound + attenuation as well as some background music from my favorite game of all time (Ruined King).

Overall, I'm really happy with how it turned out. Next project uses blueprints which are (usually) always really fun to work with.

Onto week 4. 🫑

28.09.2025 03:14 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 3 (2/3)

For the sewers, most of the work was already done, but I got a suggestion to add fog to it and wow does that make it look so much better. It adds so much atmosphere that looking at the scene without fog feels wrong.

(The last 2 images are the sewers with and without fog respectively)

28.09.2025 03:12 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 3 (1/3)

I got a lot done this week and my set looks so much better.
All the trees, shrubs, and rocks makes the upper area look so much nicer. I also took the time to make the lookout tower on a higher hill so that you could see over the newly placed trees. Also got mesh layer blend working. πŸ₯³

28.09.2025 03:10 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Week 2 (3/3)

With the deadline extension, that should give me plenty of time to get the blend working while also adding the final touches to the scene (mainly trees and more props everywhere, especially above ground).

Still happy with the progress I did manage, though.

Onto week 3. 🫑

21.09.2025 08:01 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 2 (2/3)

As for above ground, I had no trouble replacing not only the landscape textures, but the grass foliage as well. However, I *did* have quite a bit of trouble with the mesh/landscape blend and could not get it to work. The mesh was clearly blending, but not the way I wanted it to.

21.09.2025 07:59 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
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Week 2 (1/3)

Added lighting to the sewers by adding torches. I really tried to get the flickering to be random w/ material instances, but they would never work ingame, so they all uniformly flicker. It looks weird, but at least it gives off the vibe that it's torchlight. It's looking great overall.

21.09.2025 07:58 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Week 1 (2/2)

For one, I didn't quite find a good campsite pack, so the outside is kind of lackluster. Secondly, the sewer pack is only meant to be seen from inside, so I had to go into Maya to make a custom arch piece so the entrance had thickness to it.

Overall solid progress IMO. Onto week 2. 🫑

15.09.2025 04:19 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Week 1 (1/2)

I wanted to go for a medieval campsite overseeing a sewer entrance.

I messed around with the landscaping tool and learned how to use landscape masking to get the sewer entrance to look like it's poking out naturally. Interior looks great so far, but I had some trouble w/ the outside.

15.09.2025 04:16 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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