


How we approached this project
I created almost every asset used in the game, including 3d assets, sounds, music, sprites. This was to challenge myself into using multiple software in conjunction to create a much bigger project, and I am happy to say that it strengthened my understanding of my own personal pipeline as well as reinforce my fundamentals in many aspects such as vector art, 3d modeling (especially UV unwrapping for this project), music production and sound design.
Lastly, to put it all together in one cohesive game, we used the Unreal Engine 5, dividing the work into different moving parts, such as setting up the User Interface, managing game states, implementing mechanics, and so on.
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One of the moments that I remember most fondly was when I figured out how to tell which side of the dice was currently facing up to change the active color. For those interested, essentially I figured out that I could put a collision box on each side, and just detect which collision box was currently touching the floor, and I'd set the color of that one to the opposite face color on the dice (since no matter the yaw rotation this color will always be the same).
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Here is are some screenshots of what the dice and arena looked like, the collision boxes I talked about included.

