CONCINNITY: ASSET ORGANIZER
BREAKDOWN
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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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