OCVibe Entertainment District - Anaheim, California

OCVibe Entertainment District.

 

I was a technical artist responsible for ensuring visual quality and performance of the OCVibe Preview Centre 3D Application built in Unreal Engine 5, as well as assisting in the architectural pipeline development.


What I did:

  • Built Editor tools integrating directly into Unreal’s Datasmith pipeline in order to quickly convert data from applications like Revit, Sketchup and Rhino. Generally, Architects will change their models and designs, but there is not a clear indication of everything that has actually changed between updates. Our pipeline tools allowed us to ingest a huge amount of data, run commands on the data in order to optimize and improve its visual quality, store those commands as objects in the Unreal Engine that could then be applied back to the reimported data when it inevitably changed. This allowed us to cut down on iteration time significantly, as we only had to deal with new elements, deleted elements or elements that had been changed by the architect, rather than worry about things that had not been modified.

Material Tools:

  • Unified materials across the project that could be controlled using day/night systems, as well as improving iteration times for global visual changes.

Navigation System:

  • Built a navigation system for scrubbing through predefined paths in the level. As well as loading different asset configurations for the different stops. Also created editor tools to make setting up these paths and scenarios easier in editor.

Scattering Tools:

  • Created scattering tools in order to be able to scatter meshes such as foliage, characters and vehicles with minimal setup. The scattering tools needed to be able to support a wide range of configuration options, such as randomization, instancing for performance, and clustering.

Tools Used:

  • C++

  • Unreal Engine Blueprints

  • Python

  • Unreal Engine Material Editor