Project EveUAL Creative Computing Institute 2024
A story about domestic violence, power, and the gendered nature of artificial intelligence.
The project was showcased at the UAL CCI Summer Festival 2024.
Visual research leaned into cyberpunk and futurism, informing both the cityscape design and the character aesthetics for the characters.
All gameplay mechanics were built using Unreal Engine 5's Blueprint system, teaching myself the node-based workflow to bring interactive mechanics into the project. Character animation was achieved through a combination of sourced free animation libraries and manual keyframing.
I established a pipeline integrating Daz3D for character creation, animating face keyframes and integrating character facial morphs into UE5. Blender for refinement, I converted hair textures into UE5 groom hair, and prepared objects to be exported to Unreal. Unreal Engine for final assembly, lighting, re-texturing and real-time rendering.
The project received significant positive feedback for its immersive atmosphere and the emotional weight of its character-driven narrative.
Project Eve is a foundational step in my exploration of real-time storytelling and technical implementation within interactive environments.
All gameplay mechanics were built using Unreal Engine 5's Blueprint system, teaching myself the node-based workflow to bring interactive mechanics into the project. Character animation was achieved through a combination of sourced free animation libraries and manual keyframing.
I established a pipeline integrating Daz3D for character creation, animating face keyframes and integrating character facial morphs into UE5. Blender for refinement, I converted hair textures into UE5 groom hair, and prepared objects to be exported to Unreal. Unreal Engine for final assembly, lighting, re-texturing and real-time rendering.
The project received significant positive feedback for its immersive atmosphere and the emotional weight of its character-driven narrative.
Project Eve is a foundational step in my exploration of real-time storytelling and technical implementation within interactive environments.
Full development blog can be found here https://alexismultiverse.myblog.arts.ac.uk/category/graduation-project/
To meet the tight deadline, I adapted a prebuilt environment for Nathan’s loft and optimised the gameplay timeline to focus on narrative delivery rather than complexity and visual perfection. I had to get creative with my problem-solving.
Key challenges included:
-
Limited animation resources
-
Maintaining emotional impact within technical limitations
-
Time
I prioritised building a functional system that supported the narrative while working within production limits
Credits
Loft Built by 3D Luxe: https://3dluxe.gumroad.com/l/rwmtr?layout=profile
City Assets: https://payhip.com/b/CFQyB
Sound Effects: https://pixabay.com/
City Assets: https://payhip.com/b/CFQyB
Sound Effects: https://pixabay.com/