This team project aimed to develop a prototype application addressing a market problem. Thanks to a team member's connection, we collaborated with "Västernorrlands Museum" on their ongoing project presenting varying things from the 19th centaury Sweden.
Our task was to develop a user-friendly configurator for visitors to view and read about 19th-century Swedish clothing. Ease of use was prioritized to accommodate elderly visitors.
My main role was programming, implementing most functions, and updating the code to ensure seamless communication. This included features like clothing rotation and blueprint communication.
Västernorrlands Museum, established in 1880 in Härnösand, Sweden,showcases Swedish culture and history. Interacting with them was enjoyable and collaborative, as they shared ideas openly and welcomed adjustments. Their resourcefulness provided us with numerous pictures and measurements to accurately create the clothing in the configurator.
Link to their webpage: https://vnmuseum.se/
This team project was considered a success. We maintained effective communication with Västernorrlands Museum and delivered a product that met their exhibit needs. However, there is always room for improvement, and some features remained incomplete.
If I were to work on this project again, my first steps would be to overhaul the code structure, clean up Blueprint communications, and create Blueprint interfaces. While the code is functional, it lacks flexibility for future additions. There are some hard references that limit the available keys or require the programmer to work around constraints. Implementing Input Actions and Mappings would address many issues and allow for further feature manipulation.
Other areas for improvement include:
These changes would significantly improve the project's adaptability and user experience.
This project presented enjoyable challenges. For instance, effectively storing data like images, text blocks, titles, and quotes for the UI. I built a function to queue and switch data groups based on the clothing displayed. Other challenges included mastering flow control to prevent errors and designing logic for permitted actions and animations.
This solo project involved building a configurator in Unreal Engine that allowed users to interact with and edit elements in a scene. A key requirement was that the project needed to be built and packaged to function outside the editor.
I had the freedom to choose the configurator's purpose, so I explored options and decided to create a configurator aimed at project planners. This tool allows users to build a visual representation of the final goal for construction or renovation projects.
In the manufacturing industry, miscommunication often hinders construction or renovation of a workspace when multiple parties are involved. At times, companies have internal resources for blueprints but cannot allow other parties to use them due to contract limitations. Because of my extensive experience planning projects for storage facilities as well as the lack of existing software, I chose to make a tool that eliminates time wasted by this miscommunication.
I created the Pallet Configurator, which builds metal racks based on the users preferences while also allowing them to manipulate its content and environment. It provides a visual scale of a projects end result using its blueprints, therefore saving time during project planning.
Every feature is made with the intention of being easy to grab and use so a lot of time was spent fine tuning the code.
The Pallet Configurator's current functionality:
With the limitation of resources and a project deadline I had to make a priority list of what was necessary and essential for this prototype with the time avaible.
All features that were successfully added and cut have been well documented so that I can easily continue this project on my own afterwards.
A few examples of features I'd be adding in the future:
This project taught good time management skills by having me qualify each features to be implemented based on avaible resources.
This would also include calculating risks along development that could require more time or research to be completed.
What more I learned was how Unreal Engine handles category tags and how it stores information in lists to be called out through blueprint functions.
Also having worked on a lot of different projects after this one has lead to seeing this project in a different light thanks to the knowledge and wisdom built for each project. With that said I'd definitely approach this project with new optimizations for better performance and longevity of code structure.
This project emphasized structure and documentation, focusing on file organization, consistency, naming conventions, and comprehensive documentation.
Objectives:
Goals:
This approach ensured the project was well-structured, easily understandable, and efficiently managed, while producing a visually appealing and functional solar system model.
This personal project aimed to deepen my understanding of material creation in Unreal Engine.
Key objectives included:
This project expanded my skills in material creation and cinematic presentation within Unreal Engine.
Before working on the post-process materials, I created a vibrant living room scene for effective presentation and comparison.Key elements included:
Extra Heading:
The two post-process materials I created share a similar design and concept, with slight differences in code. Both materials use a set value to determine how they interact with the screen resolution. They adapt to the aspect ratio,calculate position and size, and round up pixel positions. After this, each material follows its unique process to achieve its specific effect on the viewport.
Pixelization Material:
ASCII Material:
These post-process materials can be easily adapted or further developed for various applications & future projects:
Pixelization Material:
ASCII Material:
Originally I aimed to create a scene simulating a workplace environment to showcase how a black and white camera filter could detect details of cracks on walls, floors,and pillars. The reoccurring challenge was finding that simple solution for realistic cracks.
Using a material with a flipbook to randomly select crack decals resulted in an effect that resembled transparent stickers which overlapped themselves. Causing a unrealistic difficult view.
Realizing that a more advanced blueprint was needed to build and spread cracks outward, I found it was beyond the scope and time of the assignment, so I decided to postpone this idea for future exploration.
This project emphasized structure and documentation, focusing on file organization, consistency, naming conventions, and comprehensive documentation.
Objectives:
Goals:
This approach ensured the project was well-structured, easily understandable, and efficiently managed, while producing a visually appealing and functional solar system model.
In this assignment, I created a scene featuring all celestial bodies with a nearly accurate representation, making some artistic adjustments for better readability and functionality.
Key achievements include:
Overall, this project demonstrates my ability to create a structured, well-documented, and visually appealing scene using Unreal Engine, adhering to best practices and enhancing the user experience.
Each material was built with numerous parameters, allowing for the easy creation of material instances with similar properties. This approach saves development time, as only the parameters need adjustment for new additions.
Planet Material Features:
Editable Parameters:
Other Materials:
These designs ensures flexibility and efficiency, allowing quick adjustments and consistent updates within the scene.
While working with materials and textures, I deepened my understanding of color theory and its practical application.
To create a more readable and visually appealing solar system model, I made several artistic adjustments:
Ultimately, I chose simplicity over absolute realism, prioritizing a cinematically pleasing and easily understandable model.
Hello! I'm Gustav Engelbrektsson!
I'm a jolly and happy fella who recently have devoted his time in becoming an Industrial Technical Artist. I've always found joy in either creating tools or solving complicated problems for others which landed me early in life as a mechanic within the technical industry.
So when I learned what a Technical Artist was it only felt like a natural choice since I could help on a wider scale and apply my own experiences in a digital format.
In my free time I engage in some variations of my favorite activities like Reading Books & Watching Series when I need relaxation or play either a board or video game with others since it's offers an social environment and I find enjoyment in solving the puzzle or challenge ahead of me.
A future goal I've set aside for myself is to finally start going through my list of travel destinations. Destinations like Greece, Italy, Germany and The US.
For me it has always been a magical feeling seeing a country for the first time and learn every cultural, historical and mythological thing available.