Games Development / Final Game
20/04/2026 - -06/08/2026 (Week 1 - Week 16)
Chang Wing / 0367807
Games Development / Bachelors of Design (Honours) in Creative Media / Taylor's University
Final Game
TABLE OF CONTENTS
FINAL PROJECT: ANIMATED INSTRUCTABLE POSTER (30%)
Development Process
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Figure 2.1 Building collision mesh in Blender
Figure 2.1 Adjusting dialogue trigger colliders to control narration pace
Black Scene Transition
I needed a way to make certain areas of the world fade the screen to black when the player walks into them, then fade back when they walk out.
I adapted the same physics trigger approach from my existing DialogueTrigger script.
The setup was split into two scripts so each one has a separate job:
transitionTrigger.js— attached to the trigger volume. Detects when the character enters or leaves and fires the corresponding events.transitionScreen.js— attached to the full-screen black UI Image. Listens for those events and controls the fade animation.
This system needed detect both entering and leaving:
this.entity.collision.on('triggerenter', this.onTriggerEnter, this);
this.entity.collision.on('triggerleave', this.onTriggerLeave, this);When the character enters, it fires the transition:show event. When they leave, it fires transition:hide:
TransitionTrigger.prototype.onTriggerEnter = function (entity) {
if (entity.name === this.character.name) this.app.fire('transition:show');
};
TransitionTrigger.prototype.onTriggerLeave = function (entity) {
if (entity.name === this.character.name) this.app.fire('transition:hide');
};Final Outcome
Figure 2.10 Fhfgdgd
FEEDBACK
Final Project: Animated Instructable Poster (30%)
Week 5 (10/03/2026)
Feedback: -
Week 6 (17/03/2026)
Feedback: Njjjn
Week 7 (21/03/2026)
Feedback: -
Week 8 (25/03/2026)
Feedback: -
REFLECTION
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