Wayfinder

Become a Wayfinder, and unlock their powers as you choose your path and playstyle while pushing back a hostile force that has overtaken your world. A Co-Op ARPG where you directly shape and customize the endless adventures you go on with friends, because Wayfinders are stronger together.

Notched Frame Material

Almost every button in Wayfinder has a notched frame, previously achieved with different textures for different sizes, widths, and angles. To cut down on texture bloat, I created a flexible material with the potential to replace most of these textures. This also allowed the frames to have more interesting animation, like increasing the stroke size on hover.

Reward Chest Material VFX

As an exploration of channel packing, I created and implemented a dynamic animated material to convey the item rarity of the post-dungeon rewards. The goal of my exploration was to push how many layers I can extract from a single texture and individually manipulate. In each of the RGB channels, I made squares of 3 different values. In the master material, I isolated each of those values in each channel, resulting in a total of 9 layers of entirely different squares to work with. To prove that each layer can be manipulated, I made each layer move at a different velocity in equal increments between a max and minimum velocity. Groupings of these layers are turned on as the rarity input increases.

UI/UX Navigation prototype - Editor Uitility Widget

I also explored creating my first Editor Utility Widget. While not complete due to changing design and reprioritization, I am proud of where I ended up. An Editor Utility Widget is a visual implementation of an Editor Utility Blueprint, a tool to customize your UE4 workflow in the editor. To be honest, I hadn’t heard of them before and was excited to see what they are capable of. I ventured to create a tool for designers to easily specify the explicit navigation between nodes of a complex, non-linear skill tree. The user selects a node and, going clockwise, defines the navigation in each direction by clicking on another node (or skipping that direction). The name/value of the selected nodes would be stored in a data asset. In final implementation, this data asset would be accessed in the skill tree widget to determine which node to navigate to when the player fires a directional input.

In the video below I explain some additional aspects of the widget while showing it in action.