Harvest:
Environment Art
Toolkit

Unreal Engine, C++, Blueprint

The Mission:

Towerborne missions are made of several stages of various widths and shapes (straight, dogleg, ramp, etc.), as well as global skybox and background levels. The ask from the environment art team was for a toolkit that could help speed up the time front concept to finish for the hundreds of stage variations. For a live-ops project with a potential of several new biomes per season, it was imperative to provide the tooling.


Artist Requests:

  • Quicker way to find and load levels

  • Load different background and skybox levels

  • Load adjacent levels left and right to check for set dressing continuity

  • Utilities for checking foreground to background distance and player scale

  • Camera utility for a live game camera preview

  • Asset validation and sanity checker

  • Asset placement/orientation helpers for matching cards to camera view

The First Rev

The original setup of the toolkit started as an editor utility widget

Slate Version

The editor utility blueprint quickly grew into a large node network and required code changes already to expose custom nodes. Having a good template with the node logic to go off of, I made the choice to switch to native code in Slate.

Features:

  • Dropdowns to filter biome and sub-biome level lists

  • Main and left/right adjacent level loading

  • Accessory level loading, background and skybox

  • Editor utility loading for player scale, distance tool and camera

  • Mock game camera preview with manual and animated movement

  • Spawned utilities are transient, eliminating accidental saving into the level

  • Asset validation and level sanity checker with checks for:

    • Blueprint actor ticking

    • Blueprint actor component mobility settings

    • Lighting mobility settings

    • Background and skybox levels saved in persistent level

Functionality Demo Video

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