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                                        clicked on. So I only showed buttons that were relevant to the weapon being
                                        inspected.
                                        UI lights up when the options are selected and if the player switches weapons
                                        the attachmen, if supported, will transfer over to the new weapon. I also added
                                        a camera shake and a particle
                                        effect to make the HUD more dynamic. 
                                        The last item implemented was sound. I added sound effects that made sense and
                                        that are satisfying to hear. For instance, changing the paint job makes a sound
                                        of a spray can being sprayed, adding an attachment
                                        makes a wrench turning sound etc. Lastly, to set the mood, I added some ambience
                                        to the scene with a rain & thunder soundtrack playing and looping in the
                                        background which makes the scene feel more alive.
                                    
                                    While creating the Service Weapon and Holosight, I followed an asset creation
                                    pipeline that was taught in one of my courses at Sheridan. 
                                    I modelled the assets in Maya and since the Service Weapon is the Service Weapon
                                    from the game Control, I was able to use multiple reference photos to aid me. I
                                    created
                                    two versions of each one, an high-poly and low-poly. I unwrapped the UVs of the
                                    models using Maya's tools. I then took the low-poly into Substance Painter and baked
                                    the high-poly into the low-poly keep both
                                    the detail of the high-poly and optimization of the low-poly. I used Substance to
                                    texture the assets and exported the appropiate maps into Unreal Engine 4 with the
                                    untextured the assets.