Introduction
Embarking on a new game development challenge can be both exhilarating and daunting. This week, I set out to create a 3rd person level in Unreal Engine 5.4.2, drawing inspiration from the dark and intriguing world of “Hellraiser,” particularly the iconic maze and the enigmatic floating tesseract known as Leviathan. The symbolism of the tesseract, representing our perception of reality, and the maze, symbolizing our life’s journey, resonated deeply with me. This project became not only a technical endeavor but also an artistic expression of these profound themes.
Getting Started: Concept and Research
The first step was to solidify the concept. I envisioned a vast, eerie maze with a floating tesseract at its center. This imagery would serve as a powerful metaphor for life’s changing paths and our evolving perceptions. To bring this vision to life, I began my research on YouTube, where I found various tutorials and resources to guide me through the process.
Maze Generation and Preparation
One of the most helpful tools I discovered was the Maze Generator, which allowed me to create an SVG file of a complex maze. This SVG was then imported into Blender, where I converted the curves to a mesh. Utilizing modifiers, I transformed the mesh to achieve the desired intricate and foreboding structure, ultimately exporting it as an FBX file.
Creating the Tesseract
Next, I turned my attention to the tesseract. Using Blender’s math functions, I created a Platonic Solid to serve as the foundation for the tesseract. This geometric shape added an otherworldly feel to the scene, perfectly capturing the essence of Leviathan.
Importing and Setting Up in Unreal Engine
With the maze and tesseract models ready, I imported the FBX files into Unreal Engine. I chose an open world level setup and utilized the dynamic skies addon to enhance the atmosphere. Adjusting the mesh scales and configuring the weather settings, I aimed to create a visually stunning and immersive environment.
First Renders and Adjustments
The initial renders were promising, but I knew there was room for improvement. Tweaking the lighting and environmental settings, I focused on creating the perfect balance between darkness and light, evoking the mysterious and unsettling mood of “Hellraiser.” The floating tesseract, illuminated against the backdrop of the maze, became a focal point, drawing players deeper into the game’s enigmatic world.
Conclusion
This weekly challenge was more than just a technical exercise; it was an exploration of artistic themes and personal symbolism. By combining research, creativity, and technical skills, I was able to create a 3rd person level in Unreal Engine that not only met the challenge requirements but also conveyed a deeper message. This journey reaffirmed my belief in the power of game development as a form of artistic expression.
Feel free to reach out if you have any questions or need further details about my process. Whether you’re a fellow developer or simply interested in the intersection of art and technology, I’m always excited to share my experiences and insights.