CONCINNITY: ASSET ORGANIZER



BREAKDOWN

Base Directory Setup

To ensure players with low-vision could navigate our top-down design, my team needed to create a system where players could:

  • Tell they are colliding with walls

  • Understand where they are based on landmarks

We opted to use different trigger box interactions to create this blind-accessible experience.

My Contribution:

  • I set up the custom object channels and blueprints that play certain sound effects when specific trigger boxes overlap

  • I refactored the first draft of Unreal Blueprints for wall collision detection

  • I replaced the sound clips for the collision triggers based on feedback from our primary blind tester

Demo Reel


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A compass feature was a priority request from our blind-accessibility tester for a top-down-styled game. We needed to ensure that every player felt they were aware of where they generally were on each map, including which general directions they'd headed.

My Solution:

  • An octagon model made of 8 slices and a center piece grouped together

  • Each piece was assigned a trigger box with a TTS sound clip of each compass direction; the center piece’s sound clip played “Player Start”

  • These pieces could be scaled differently to uniquely cover each level

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As a narrative-focused game, Guiding Light allows the player to discover lore through exploring the environment. I was in charge of creating the dialogue system, and I took on the task of helping our writers implement

My Solution:

Using the previously mentioned custom object channels, I set up a trigger box on the main character’s Blueprint that:

  • Played a looping sound effect, alerting the player that something can be interacted with in their vicinity

  • If the player presses the spacebar, the dialogue system will activate a text box and accompanying TTS


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