Friday 1 December 2017

Logo for the 1.0 version of the map which I submitted today (will make a post here about it...)

Friday 9 September 2016

Thursday 23 June 2016

We Happy Few has been showcased on stage at E3!!!


Very proud of the team!!

Friday 6 May 2016


This week I've been working on making "art-ready" a couple levels in the game: 






Friday 22 April 2016

Today I made a bunch of small-sized maps to break patterns and add variety to the world




Friday 8 April 2016

This week I’ve been working on a bunch of different things, mainly:

- Improved visuals for the Safe House of Garden District 2
- New drink item “Soda”
- Mysterious Chest now has some “Mysterious” reactions when you open it ;)
- More bug fixes!

Other than the I’ve been creating new content for the PAX demo (It’s gonna be awesome by the way) If you’re planning to come at PAX East this year please come see us :D





I'm gonna start showcasing our team's weekly updates here!

Wednesday 6 April 2016

Select operation for delegates... Never though of that before :O


Tuesday 5 April 2016

I have been posting anything for the past 4 months or so.
So here's an image that sums it all:



Monday 4 January 2016

Random location inside a circle! (With minimum radius to get a "ring" instead):


Saturday 19 December 2015

The racer I made before, imported in Unreal just for fun:



Sunday 13 December 2015

Thursday 10 December 2015

I made a jet propulsion effect for the racer vehicle. Its got particles, animation and plenty of emissive :D






Wednesday 9 December 2015

Monday 7 December 2015

Wednesday 4 November 2015

How to make a circular gradient:


Add this code in your custom node: 




Tuesday 27 October 2015

Today I learned that you can open .uproject files with notepad, and manage plugins without running the editor! Very useful when you have a plugin-related crash on editor start...

Monday 26 October 2015

This function is wonderful.


It allows to fix those bugs that happen only in packaged game where the fix is causing other problems in Play-in-editor. With this we can add a condition and make both situations work.



"Recipe" for a world-space animated wave:


The divider (100 in this example) scales its size, and multiplying Time by a value would control the animation speed. The direction of the wave can be reverted by subtracting Time instead of adding it.


Thursday 15 October 2015

Wednesday 14 October 2015

I've made particle birds!

I made a flipbook material which can be controller by the particle system:



The particle system spawns a burst of 2-6 birds in a single direction:


This is then managed by a blueprint, which spawn the emitter with a rotation towards the player, plus (90/-90) degrees in the make them go left or right at random, each 10-15 seconds. Parameters are passed from the blueprint to the emitter, and then to the material. (e.g. If the birds fly towards left, we set the scaleX of the UV in the bird material to -1, to mirror the image.)






Thursday 8 October 2015

Wednesday 7 October 2015

Wednesday 16 September 2015

So I discovered what is the Game Instance object. It is an object that is persistent during gameplay, in that it stays for the whole duration of the game, then gets destroyed only when the game ends. This makes it much more simple to have data being carried over level loadings in a game that is not using the streaming level system.


Later on you can simply get a reference to it in any script with that node:



Tuesday 8 September 2015

First time is use a math expression node in blueprint: 


It basically does the same work than the basic math nodes, but at a reduced cost. I guess its important  to use it when the math is being called in a tick function.

Tuesday 1 September 2015

I find it weird that there is nodes to get all basic class instances (Get Game Mode, Get Player Controller, Get Game State)... but not one to get the HUD instance. So I made one: