After the door opens, the character enters the elevator. It takes them to floor ββ,β and when the doors open, they see a completely different world.
15.02.2026 13:51 β π 0 π 0 π¬ 0 π 0@yingfanwang.bsky.social
After the door opens, the character enters the elevator. It takes them to floor ββ,β and when the doors open, they see a completely different world.
15.02.2026 13:51 β π 0 π 0 π¬ 0 π 0The metal elevator dropping from the sky would create a strong contrast with the temple environment.
There will be several steps to activate the Summoning Circle, followed by a series of epic shots (extreme long shot, medium shot, and close-up) to introduce the elevatorβs dropping.
My idea for the epic door is to create an elevator that drops from the sky when the Summoning Circle on the ground is activated. The world design is similar to an ancient lost temple. I included a reference image for this.
15.02.2026 13:44 β π 2 π 0 π¬ 2 π 0I created a fracture Blueprint for the pumpkin, where the player needs to click it three times to trigger the fracture. I used the Chaos plugin and a Multigate node to achieve this effect. I also created a Blueprint door that can open and close.
08.02.2026 06:23 β π 0 π 0 π¬ 0 π 0I downloaded a set of low-poly castle models, and I plan to make a clicker game using these assets. My idea is that when you click on objects in the scene, they can catch on fire, disappear, change color, or trigger new elements to appear in the scene.
31.01.2026 22:24 β π 2 π 1 π¬ 0 π 0Here is my update for this week. I added a cave and more assets to fill the scene. I also plan to add more trees and make the ground look like dirt instead of all grass.
25.01.2026 05:52 β π 2 π 0 π¬ 0 π 0Week 2 Update:
I changed the ground texture and added several grass, flowers, and rocks to replace the original grass. All of the assets are from Unreal Fab.
I am also considering adding water puddles to the scene instead of a river or a lake.
I plan to create a post-apocalyptic city scene with trees, abandoned buildings, and cars. The trees and grass have grown heavily, and vegetation covers most of the area.
11.01.2026 02:23 β π 2 π 0 π¬ 0 π 05000 x 5000 UU Size
Blockout of the city
This is the first time I am posting my Dev Log for the Unreal class GAME 710. The first image shows the size of a 5000 Γ 5000 Unreal unit area. The second image shows the final blockout.π
11.01.2026 02:22 β π 1 π 0 π¬ 1 π 0