BIRD WATCH: CENTRAL PARK
Bird Watch: Central Park - Game Trailer
Responsibilities
Roles
Tools
Game Designer
Unreal Engine 5
GPU Visualizers
Gitlab
After
Bird Call, Closing Journal, and Next Page Button positioned outside journal area.
Incorrect scaling and rotating of bird images.
Journal Tabs are strictly astatic and lack purpose.
Deleting Image (X) is unnecessary; images can be replaced if taken during the same state.
Journal ~ Active Quest
Journal ~ Inactive Quest
Revamping Entire Journal UI
Before
Closing Journal, and Next/Back Page Button are floating outside of the journal's space.
Pages are filled with white image boxes instead of not being shown.
Bird images aren't consistent with the other pages.
Journal ~ Active Quest
Journal ~ Inactive Quest
Bird Call, Closing Journal, and Next Page Button are positioned inside the journal area
All bird images are scaled correctly
Removed "Deleting Image (X)" option
Incorporated outline around bird images for improved visibility.
Relocated Bird Call button atop the main objective to signify that players can hear the bird call
Journal Tabs now provide functionality to let the player close the journal
Bird Call, Closing Journal, and Next/Back Page Button are positioned inside the journal area
White borders are removed
Pages are filled with outlines to signify something belonging inside the border
Optimization
Before
GPU Visualizer:
18.63 (ms) GPU bottleneck
Rendering Dynamic Shadow
Rendering Dynamic Lighting
Foliage Casting Shadows
High hits on Post Processing
Unreal Engine Stat Engine:
Over 38 million Static Mesh Triangles are being calculated at a time. (Peak 40 ~ 42 million).
Average FPS Highest Settings: 30fps
Average FPS Medium Settings: 45 ~ 50fps
Average FPS Lowest Settings: 100fps
After
Average FPS Highest Settings: 144 ~ 200fps
Average FPS Medium Settings: 200 ~ 250fps
Average FPS Lowest Settings: 350 ~ 400fps
GPU Visualizer:
Only 9.22 (ms) GPU Bottleneck
Optimized Lumen Lighting
Baked Lighting
Baked Shadows instead of dynamically updating
Disabled Grass Shadows
Lowered amount of Bloom and Post Processing used
Unreal Engine Stat Engine:
Only 14 ~ 15 million triangles are being calculated
Removed unnecessary overlapping grass
Removed foliage under objects players can't see
Lowered draw distance
Foliage Counter:
Over 300K foliage each casting dynamic shadows
208K grass foliage overlapping each other.
68.7K grass foliage placed on top of the 208K grasses