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