Platform Tool

Level Shot Assembled With Platforms

Level Shot Assembled With Platforms

Platform Splines With And Without Flat Bottom Settings

Platform Splines With And Without Flat Bottom Settings

Platform With Custom Mesh Placements

Platform With Custom Mesh Placements

Examples Of Different Platform Types And Debug Modes

Examples Of Different Platform Types And Debug Modes

Platform Detail Panel

Platform Detail Panel

Platform Data Asset For Defining Mesh Collections

Platform Data Asset For Defining Mesh Collections

Platform Tool

These images and videos are from an unreleased project that I had the pleasure of being a Senior Technical Artist for. They represent a set of UE5 blueprint construction script tool used to quickly generate platforms for our 2.5D game. This tool was originally conceived of and created by Jeramy Cooke. When I joined the team he passed it along to me to manage a number of improvements and additions to its feature set.

This tool takes a user facing spline component and per-defined data asset in order to generate a platform actor from an array of different mesh types. The tool is able to control its overall height, randomize mesh features and add user defined custom elements in exactly the right places. It also generates simplified collision and minimap data for other gameplay systems. These were all initially implemented by Jeramy.

When I took over I...
- Converted logic to a local grid space so we could support rotating the platforms off grid.
- Cleaned and ported all blueprint code to a shared library so we could re-use certain functions for similar problem sets throughout the project.
- Cleaned up and extended several of the existing platform mesh sets.
- Created a cheaper background version for non-gameplay space that re-used core logic while stripping away unnecessary features.
- Added logic for generating a scaled up "foreground" platform at runtime based on the resulting procedurally assembled level layouts.
- Added logic for reducing the potential for identical unique elements being placed to closely to each other and breaking the illusion of a custom platform.
- Added support for defining "prefab actors" (collections of meshes) alongside individual meshes to the data asset.
- Optimizations to remove hidden portions of a platform (bottoms) and turning of shadows for different sections that did not require them.

Creative Direction - Duncan Drummond
Art Direction - Jeramy Cooke
Additional Prop Creation - Jeramy Cooke, Duncan Drummond and Nick Bizzozero