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School Project:
Tiny Rooms

Act One

Changes are made in the Droid Serif font

In this project I must make a room containing a variety of self-created 3D models for the (entirely fictional) group Unruly Ember.

This first section features information of who the Client is , some notes on Ideation, and a few proposals for the project.

The Breif

The Brief.

 Before I start on any actual creating of assets, I must answer five questions:

Who is the Client?    

Unruly Ember. 
The entirely fictional developer group all this revelves around.

What is the aim of the project:  I must create an interesting, and unique 3D enviroment in the Unreal Engine

Who is the target audience:

Young Folks in the age range of 12-25.

What am I required to produce:

I am required to design my own 3D models to populate the room.

What software am I planning to use?

Maya, Unreal, and Procreate.

How long will this be for?

Due to my miscounting the half-term week as one of the weeks I had to work in, I wrote the time down as seven weeks.

Mind Maps/Assets

Mind Maps!

"Because all Ideation means is to come up with Ideas!"

Think about:

Themes.   What kind of room do I want?

Colors.   What scheme will I follow for my room?

What can you interact with?

My main theme was "minimalist office style"   I was just trying to do whatever worked.

Colors:  I went with white, and had some yellows, and browns after a while.

Interactables:   I set up the menu system for all my interactable objects.


Explain what it is, and where you got it!

Or, if you personally made it, explain HOW you did it.

This is a very important rule to follow.

Don't use secondary assets.



Name THREE ideas for your tiny room!



 After designing your three ideas, you get some feedback on it!

Idea ONE

I create a Game Developer Office Room!

Have some IKEA lights, a nice white wallpaper, some little desks, a plant or two...

I will make all the textures drawn by hand, to get a nice hand-drawn effect.

The interactions could be little image cards that give information, or you could see an ANIMATED card as you talk the people working at the desks.

Music would change between songs as you go by, while the little radio plays.  It gets louder as you get closer to it.

A song I would most likely use is a version of the Groovy Dungeon Music  (find in Compositions) and to make the song be more calm and relaxed, I would have the song play at half speed.

I decided that hand drawn textures would be too complicated, and the art tablet I would draw the art on was out of the country until around week 5.

Groovy Droning Synth Beat 00Fancy Fairy Co
00:00 / 00:24

Idea TWO:

Have a realistic room.

That's it.
It's just a room in a house.
Brown wood floors.
Blue lower-White upper walls.

It looks nice.
You can tell it's a room.

it's nicely lit. There's windows on the west side wall.

The door is on the right of the north side. you can walk in, and you won't get blinded, unless it's 7:43 PM

Hotel Room.

Cream walls.

Corporate Art.

Carpety Carpet.

Riverview Motel vibes... possibly.

The image on the left is a screenshot of the Riverview Motel, as it is seen in the game Control.

It's definitely the type of room I was going for, design/color wise, with the muted, washed out colors, mostly of tans, and browns.

Interact by turning on lights, 
reading bios on objects, closing blinds, etc.

(you just read things.)
Music plays from a little radio.


Screenshot 2022-01-25 143744.png

Interact by reading about objects you find in the room.



feedback taken from a microsoft Form made containing a questionaire about the above designs.

When asked about having an IKEA-esque, majority white office building, most people gave good, positive comments.

When asked about a brown, and beige hotel room, most people reply with the room giving off a sad, depressing atmosphere.

TIny Details

Tiny Details on the time plans.

I have seven weeks to complete this project.

I will have this seven weeks coincide with Industry Week and Half Term.

Week One, which I am now on, is planning, and a survey for feedback on my three concepts.

I do not have to model the room the objects are to be held in, I instead have to make the OBJECTS and the INTERACTABLE ELEMENTS.

I have my plan to spend one week at the end checking over my work, and I will spend this first week as suggested, by planning my room design.

I will, over the course of the MODELLING AND IMPLEMENTING weeks be making the models that appear in the room, adding interactable elements, and eventually implementing them into Unreal.

My plan is to create the collision for the models in Unreal, as I have had a recurring issue where the collisions made in Maya would always, and reliably fail, and not collide with the Player Character.  So, the solution would be to create every collision in Unreal.

(This planned series of events will be over the duration of five weeks in total, specifically Week Two to Week Six)

The last, and Seventh Week, as I had mentioned earlier, will be the polishing and final-emergency-test week.


when asked about the radio that can be interacted with to change the song, that changes is volume the farther away you get, most people think it's a great idea.   I will do this.

When being asked about the foliage, most people reccomend tall plants, like Aloe Vera.

I have reccomended having the textures be in a hand-drawn style.
Most responses are along the lines of "it sounds interesting."


At the End of Week One, I have created my Moodboards for the room, acquired feedback on the ideas with two Microsoft forms,  and created roughly three pages worth of Proposals, ideation, assets, and mind maps.

Notes from week 7.    The Maya collisions actually worked better than the Unreal!   I had been having issues with Maya's collisions before, but when I tried using them again, I found the maya collisions worked well.



Design Models.

Create Refrences.

Have A FloorPlan.



(create invoices.)

The Finalized Idea:


I will go along with the Minimalist Office room.

I will create desks, (two)

The room will be mostly white, and a few greys and blacks.

Inspiration will be taken from IKEA furnishings.

I will * develop an Aloe Vera Plant.
refrence images will be taken from an aloe vera plant that resides in my house.

I will create one chair, and one stool.

There will be a radio. it will be interactive.

*Two people will sit at the desks.
You can talk to them.

The *plant will be interactable with.

There will be two windows, and one door.

I will include a few picture frames on the wall.  They will contain photographs drawn by myself.


*I couldn't set up the people. But, I mentioned them in the images.

*As of the last week, I didn't bother to do the plant again, as it was unbelievably nasty.  It turns out plants are hard to make in Maya, when you aren't too good.

*The plant was tried, and it was a PAIN and I was unable to make it.

The Asset List.

What are the Models?

What are they?    How did you make them?    What do they go with?

What is animated? How? Why?

Sound: what will it be? how will it impact the room?

UI Elements:     What will be in your UI?
Why should it be in the UI? what makes it important?


I was unable to create the textures as early as I had wanted to, because I didn't have the art tablet until week 5, and I instead decided to complete the rest of the models, as model creation was the most important of the brief.

My sound was related to the radio, as the radio was one of the important models I needed for my room, and the sound itself is an ever-looping melody that changes in volume depending on your position in space compared to the radio

In my case, the UI contained the name of my room, "Fancy Fairy Co." and had a silly little happy face-image to tell my room apart via the UI.


Each model's moodboard must have a title.
The reader cannot just ASSUME what they are looking at, and be able to understand well.   The moodboard has to have an explanation of what images inspired which parts of the model.
For maximum effect, number each image, and write up a descrpition of how it inspired the model.


You may have been inspired by a colored floor tile in your house, and decided to copy the tile for use as a texture on a wall.

People wouldn't know that!
That's a really niche material that people would only recognize if they had went to your house before, and had seen the tile.

So, you take a photograph of the tile, number the image, and put that image onto a Word Document, and explain "This beige glazed ceramic tile on the floor in my house. I was inspired to use this tile for my Tiny Rooms Project because-" 

And then you'd explain the significance of the beige glazed ceramic floor tile.

Honestly. it's not too difficult!




Everyone likes concept art!

For our Tiny Rooms Project we will create conceptual art of our models, before doing the big, serious work.

You will combine the Reference Image,

You will show sketches of the model,

You will have a moodboard for the item,

You will show images you are going to texture with,

and explain anything special about this model.  (Like if it's interactable, and if so, HOW.)

Try to show experimenting with your ideas, and how you will change them.,

When all this planning is done, you get images of your work, and a version of your model in Maya, and put all these images onto a Word Document.


Floor Plan/Idea Plans


New Piskel.png

1. Plants.

Plant model.
Plant Interactive
Plant Texture
Pot texture

2. Desks.

Desk model 
Desk texture

3. Computers.

Computer Model
Computer Textures
Computer screen

4. Wall-1/2 window

Make a glass pane in MAYA,
have a Windowsill.
(It's going to be similar to the baseboards. and Doorframe.)

5. Table.


6. radio.


7. pictures.  interactable.


8. Door.
Model and texture

























Screenshot 2022-03-28 at 13.10.32.png
Screenshot 2022-03-28 at 13.10.44.png
Screenshot 2022-03-28 at 13.10.51.png
Screenshot 2022-03-28 at 13.10.59.png
Screenshot 2022-03-28 at 13.10.24.png
Screenshot 2022-03-28 at 13.12.05.png
Screenshot 2022-03-28 at 13.11.15.png
Screenshot 2022-03-28 at 13.11.20.png
Screenshot 2022-03-28 at 13.11.06.png
Screenshot 2022-03-28 at 13.12.53.png
Screenshot 2022-03-28 at 13.13.07.png
Screenshot 2022-03-28 at 13.12.18.png
Screenshot 2022-03-28 at 13.12.12.png

I took this feedback directly from the Microsoft Form Survey I made to get feedback on my designs.

I have reccomended having a hand-drawn texture effect.

To test this, I can make versions of my models, one WITH the hand-drawn texture, and another with a different texture, (like a more realistic one.)

To avoid having to deal with copyright issues with the music played in the room, I'll use my own music.

Most people like the idea of having a plant in the room.


Planned Ideas


I know what I want to be in the room.

Now, I need to plan out the models, make the textures, have a scaled refrence image, and explain what makes the object unique.

also, I have to remember:
1 Maya/Unreal Unit is 1cm.



Here is the sketches of the computer/desk, the radio, and the pictures sizes.
All this art was handdrawn by me, in session, measured with a 12 inch ruler, and drawn in pen.



When making this, I was thinking of what the simplest thing I could make, and still have people recognize a desk.

It is interactable via the Roster list.

I thought about radios for a bit, noting down what I'd need for the individual shapes, and then had an idea of "What if you gave a radio a handle?"  and worked from there.

I had to recreate it, and It plays music, for interactablity, along with being in the Roster Widget


This was all just calculating the sizes of the pictures, then I started to worry about how !'d make the image interactable.

The solution was to make the image into a widget in Unreal.

The pictures are visible on the walls, and in the roster.


At the End of Week Two, I now have a finalized idea for an office room, ideation for the Floor Plan, Concept art planning, and sketching for a few of the models.
I have some notes on making moodboards,  feedback on the Floor Plan, and the asset List, which I acquired from two Microsoft Forms, and some notes on applying glowing, and moving textures onto objects in the Unreal Engine.




As I make the models in Maya, I will not make the collisions directly in Maya. (As it turns out, I figured out the Maya collisions later, and it turned out to be a lot easier than I thought.)

I have had reliable issues in making Maya collisions, and so I will instead create the collisions in Unreal.

To give and show extra information, Images shown below are magnifiable on click, and holding the cursor over them can give ALT text extra info.

Models Week 3.

the Chair

Before starting anything else, I set the Maya grid size to 500 maya units.

This allows me to have the objects in scale.

Grid Measurements.png

I set up the Interactive
Creation, and make a cube, which will be the body of my chair.

The chair was carved out of this shown rectangle using Multicut.
(Space, Mesh Tools, Multicut)


Interactive Creation.png
Cube to be Multicut..png

I used the Control Shift Leftclick command to cut these uniform slices off of my surface, after that, I:

1.  Removed a large chunk off of the "Chair"
by deleting a few faces

2. Used the Bridge
(Space, Edit Mesh, Bridge)  command to fill in the hole caused by chopping open a rectangle,

and 3.
Bevelled (Command B) (or smoothed)
the surface of the chair-shape.

The feet were created by Extruding the bottom faces, and smoothing them.

Ctrl SHFT Multicut.png
Bevel 10 Chair.png




The Laziest Coloring in ever.

When coloring in the chair, I applied a white lambert to the top, and a black-brown lambert to the feet.   
No textures were applied to the surface.


After the model is complete, (in a way)
I export the selection.

(File, Export Selection)

The project HAS to be exported as a FBX EXPORT

Export Selection of CHAIR.png

If all goes well, you will see this page.

Name the export something reasonable, apply Smoothing groups, and export the  selection!


If we did it right, we grab our FBX file from the Maya folder!

Add & Imoprt into Unreal.png

Now, all we have to do is import it into Unreal, and we have a....

...we have an utter monstrosity, that's what!
How could this have happened?

Screenshot 2022-02-08 152013.png

If you go back into Maya, and you have followed this little guide to the letter, there is NOT going to be a very specific line in this picture.

Specifically, the one on the seat of the chair

That little line causes the engine to see the model chair as a flat surface when it's opening the model chair.

If you don't have the line, the chair is a weird slide-chair, instead of the model we actually want.

The savior line.png
The three chairs.png

Unreal Cubes.


Today I set up some Procedural Generation/Particle effects/fancy moving things in Unreal

I say "Today", because I write this on Thursday, and the chair was on Tuesday.

Fancy Moving Things  IS an official technical term.

These two images show the code of a randomly-changing color cube.

Rand Generation with Construction Scrpit.png

This is the material USED for the cube though, so does that really count?

This will alow for random colors..png

In order to create the cubes randomly, we set up a BLUEPRINT!

I called it CubeSpawner.

Cube Spawner.png

The code is simple.

When the game starts,
(Even BeginPlay)   you start a timer.
(set Timer by Event.)
Then you (*) set it up so the cube will spawn where the CubeSpawner is!

Rnd gewneration.png


After that grand creation, we just set it up so these cubes will be flung about at high speeds!

This code is nice and simple:

Every second (Loop)
we see if something is on the Conveyor Belt, (GetOverlappingActors)
and if it is, we move it (ActorWorldOffset) by how fast our conveyor moves.
(ConvSpeed * Delta * GetForwardVector)


Now, we want our cube to fall.   So, this code will start as soon as you start the game, check to see if something is there, then it sets MOBILITY and SIMULATE PHYSICS.

This could practically be used in something like a fireplace, with all the cubes being tiny. and colored differing shades of red and orange for sort of an abstract fire effect.

Assured Gravity Code.png

By the end of this, I had glitchy platforms, and a big evelator made of 6740 cubes.

Lighting needs to be rebuilt..png

It is Thursday.  14:28.

The chair was made on Monday, and the Elevator Of Grey Cubes was made today, at around 11:32.

It is now 14:30.
2 minutes has passed.

I will now model the Baseboard/Windowsill/Doorframe.

It will look really REALLY silly.
All baseboards look silly.

Here is how I begin:

I first change the Grid Size, and activate the Interactive Creation.

These actions are shown here.

I copied and pasted these from the images earlier.

It's cutting corners,
I know, but it works.

Grid Measurements.png
Interactive Creation.png

I create a rectangle, and a cylinder,
and then I think:

It's twelve seconds later, and I realize have no clue how to subtract objects from another in Maya.


To make it worse, I didn't have the cylinder rotated properly.

I fixed it in the Maya rotation tab.

Scale up the cylinder, but rotated it badly..png
Fix it by setting the Rotate X and Z to 90 degrees, and the rotate Y to 0..png

After that failed, I realized that I CAN use bevelling!

So, the unnessecary cylinder ws deleted, and the rectangle got bevelled!

I used Multicutting to slice off the curved ends, deleted them, and (taa-daa!)  the thing is now hollow.

But, when I try to use Bridging, even though I barely understand it, the bridging does not work! WHY?


Bridging needs an equal number of edges selected to work.

The chair, with 4 edges, DID work.

The 15-edged thingy....funnily enough, did NOT WORK.

But, did you know there's a Fill Hole button?   

I didn't.

After that debacle, I extruded a face (inwards.)  to give the model that iconic baseboard look.

Just Gonna Bevel..png
Bevel of 1 width.  12 subdivision..png
The thing is now hollow..png
The savior line.png
Bridge didn't work.    It CAN'T work.    But Fill Hole can..png




Bridge didn't work.    It CAN'T work.    But Fill Hole can..png
Extruded a face, and colored in the bottom surface of said line for visibility..png

Then I colored it brown,
(changeable in Unreal)
and added a black stripe inside the divot.
(to give the appearance of depth and shading)
Then, I exported it into Unreal.



Grid Measurements.png

First things are first.

I load up my Maya engine, and set up my 500 units grid.

Then, since it's half term, I forget I have a deadline, go binge-watch the Evangelion anime, and worry about my schoolwork.

But, as I worked on this for an hour, I'd be paid 21.76 for it!


It is now Wednesday. and I have made.... a DESK!

I start by using the good-old Interactive Creation, and make a RECTANGLE.

Then, I  use Multicut. ( Control Shift Leftclick) and cut out all these really pretty slices!

Interactive Creation.png
Screenshot 2022-02-16 at 12.42.55.png

So, after these cuts are added,
then we start hacking bits off until
it looks like a desk, of sorts!

Screenshot 2022-02-16 at 12.43.40.png

Here is a video of me hacking at my desk.
This is the third try of the video.

Keep it in mind that filling holes does not work if you do not have a hole.
Also, you can't bridge an object if your object is not symmetrical.
I had my desk be asymmetrical on purpose, and forgot that.

My final solution (as shown) was to just chop off the edges of the bottom half, re-apply every edge I needed on the bottom, and extrude.


I am not building the computer onto the desk directly, or the plant, or the desk disk drive.
So, what I WILL be doing to spice this up?
Lots of extruding.
And bevelling.


(It's Monday, the 21st, as I write this.)

The desk will have little bevelled/extruded bits that will hold the other objects!

Screenshot 2022-02-21 at 11.29.54.png
Screenshot 2022-02-21 at 11.30.04.png

I have a colored desk now.

After I used a variety of lamberts in the colouring of my desk, I imported it into Unreal.

As you may have noticed, a few squares on the top of the desk are pushed into the top, making small indents, and there is a desk=drive hold on the lower right leg's inside.

The cost of this is the same.


I worked on this for 58 minutes.

Screenshot 2022-02-21 at 11.51.49.png

Now, I have 3 models in my tiny room!



and Baseboard.

I now just need to make:

and Pictures/frames.

Screenshot 2022-02-21 at 12.05.00.png

"Q" is for Query.


This is really cool!  but, first let's get distracted by an important point:


So, we will fix that issue with today's workshop task:

"Q is for Query!"

By the successful end of our Q is for Query activity, we should have an interactable object in our Tiny room.

1.   Creating a Widget Blueprint.

We have made a Widget before, in the Click to Play, and a widget was used in the 2D Sidescrolling Unreal Platformer.

They were.... fine.

THIS task will have multiple widgets, all assigned to objects.

The Tiny room will have 2 versions of our final outcome.

One outcome (Roster System) is where there is a menu system that allows you to read the information on the objects at any time, which removes a problem faced by the second outcome.

The second outcome (Hitbox System) has a movement filled layout.    Instead of a roster that gives you all the information at the push of a button, the second one will give you the widgets, but only when you enter a hitbox controlled by the object.

But first, before going into more detail, you may need to know what a widget is.

A widget is what Unreal calls a menu.    Widgets can hold images, button, music, videos, text, and buttons.  
I am going to use widgets to tell people information about the objects in my room, without crowding the room up with a bunch of text.

Screenshot 2022-02-21 at 12.26.34.png

I personally believe the widget system should be the Roster system, as I call it, instead of the Hitbox system.

I think that the hitbox system will go wrong if you ever get into a situation where you are standing inside two hitboxes at once.


When the player pushes the button Q, they open the roster.

They can select any object shown, and see the information on that object.

They can also push the "Return to Room" button to return to the room.

This video shows how the player can push Q while in the room to access the (currently empty) item roster while in the editor.

I now have a NEW VIDEO.

(An hour has passed.)

This NEW video shows how. the item roster is now FILLED!

The roster now contains information on the Chair, Table, and baseboard.

Q is For Query

You could say that it's a built in implementation log, as I'm adding more to it as I make more models!

The "Q" is for Query task is now implemented!   The roster will 
change over time, as I'm going to learn how to mend the images in each tab, and proofread the pages for any erroneous text as I add more tabs.

Also, every other camera does have a dark blue background at this point.

I added the darker background to help with the lower contrast visibility spaces in the corners of the room.

The total cost of the Q is for Query is £43.57.

21.76 for an hour.

I worked for two hours on this.


The end of Halfterm is nigh!!!!!

This is, in fact, innaccurate, as I'm writing this in class, on Tuesday, and so it would be plausible to say that half-term is already over.

At this point, I have five models still left to complete from my original plan, but I'm running out of time. By this time, it's clear that I'm going to have to start cuttng some features to get finished by the deadline.

First things first, the Roster system broke as soon as I opened Unreal at school.

Fashionable desk.png

The images in the rosters weren't in the file I grabbed from home, so I replaced those images with these, and added some more text into the roster.

It's also the doorframe.png

After that, I needed MUSIC!
So, I grabbed the Ominous WAV from this site, and put it into Unreal, to have a proximity attenuation falloff-affected radio!

But.... it turns out, Unreal is really difficult for a person who's never used the Unreal audio system.


Downloading OminousWAV.png

It is assumed that, when you are given an attenuation BEGIN and attenuation END, then you can add values into those to get your fallout radius, right?


NO.  it's NOT how you do it.

At least, it's not how you do it if you're me.

My NEW plan is to pull up a lot of Unreal Audio tutorials, and work on this on Wednesday, and when I get back from school today.

Honestly, I'm just finding this Unreal Audio system to be a really nasty thorn in my side.     

sound cueing.png
adding a sound cue into the scene.   (itll be where the radio is.).png
Half term ends


Audio/Radio/Radio Issues

All this means is that the character pawn can hear, instead of the camera.

Radio, an

In the course of this section, I will explain how I had made an audio system, and radio.

I will use a tutorial for it.

The audio system, I mean.    I'm not going to follow a Maya tutorial to make a radio.   That takes all the fun out of it.

I will use guides from the Unreal Documents, my Father, and whatever random youtube walkthroughs I can find.    
I will note my sources.


It works now!

With minor assistance at home from my father, I found a tutorial to attach the attenuation onto the PLAYER.


Unreal, mostly used to make first person games, automatically makes the audio attenuate to the camera.

This is because YOU, the PLAYER, are the camera in a first person game!

All we do to fix this is to have an 'On Event Tick', 'Set Audio Attenuation' to 'Player Controller Mesh'. In a fixed camera system, we can't make the assumption that the player's viewport is the position of their pawn in space. Since I want the audio to get louder or softer based on the player pawn, this is the way to go. Sort of a "hot or cold" system that makes the volume louder as you position your pawn closer to the audio source.


Today is Thursday.   I am in the Creative Software class.

First thing first, I set the grid to 500 units.

It's really predictable by now.

Then, I turn ON Interactive Creation, and get started on making a wire speaker exoskeleton.

You know that part.  the criss-cross wire cover on microphones.

I'll try to make one, with variable degrees of success, and when I get a working cover to my satisfaction, I'll build the rest of the radio


Cover No.1 is a sphere I cut in twain, flattened the top, and used a WHOLE BUNCH OF MULTICUTTING.

Why multicutting?
I'm going to make the criss-cross by slicing out shards of the hemisphere, making striped holes, then I duplicate the hemisphere, then rotate it by 90 degrees to give me the lattice.

First, I have this sphere sliced into twain.

Then, I chop off the top, and fill the resulting hole.


Third, I use Multicut incorrectly, to make this.

THIS is what I was trying to get made.

As the next step, I slice off all the marked points, and then duplicate it once, 
Rotate the second lattice by 90 degrees, 
then combine the two together.

(I botched the combining, and pushed the Bevel button, even though I actually didn't need it for this, and Maya crashed, causing me to lose my model.)

But, even though Maya crashed, I took photos of EVERY STEP I DID....

That means that although I may have lost one hour and forty seven minutes of breakless modelling, that I would have been paid £21.76 for,  (Or £43.52/£44.00 if I rounded up the pay to the two hour salary) (This is working with the 190,540 original annual pay I worked this number out from.)....   BUT I CAN REMAKE THIS LOST WORK IN SIXTY SECONDS with the power of NOTETAKING!

My logic behind all the text and photos I took is simple.
"If I can recreate the final object by only following the steps on this page, I did a good job."

The logic is very quickly  going to be proven. 



Slice the top off, select edges, then fill hole..png
All edges cut..png
Cutting the lattices.png
failed to save a radio

Today is Friday.
I tried to attempt the plant again, and it was still causing me problems. I'm not cracking it. I also still need to get the radio modeled at this point.

I also started coding on a goofy little platformer game in Godot. This features the positional audio I was struggling with in Unreal, and learning how to deal with it in Godot helped me understand my Unreal audio problem better.

(I know it's not Tiny Room work, but it still shows I did SOMETHING.)

After having some feedback given  related to this website, I was advised to implement this Godot concept video into Unreal!

It CAN count as part of the Tiny Room!


Step 1 for Uploading:

Export the file off of Wix.

Lots of videos
Downloading the Vidoeo.png

Step 2:

Re-import the file into Unreal, and properly save it!

Step 3: Forget how to add a Video Player into Unreal, and go back to the Unreal 2D Platformer  to remember how.

The issue?
I didn't explain how I did it there, so now I have to look it up again to remember.

Forget that you didn't note take as meticulously in 2D Platformer as you do now..png

STEP 4: Go to Confetti Moodle and find out how by following the tutorial there!

....but as I check over the Confetti class documents, they didn't do that tutorial either.

So, my third solution:    Let's RESEARCH the tutorial with the internet's FREE Unreal Documentation!

After I looked up the official Unreal documentation for Media Players, I managed to properly import the video into Unreal!

This Unreal Document stuff.png

I'm going to explain in the Widget system that this is a gameplay video for a game developer group.

Video is now in Unreal.png

But, as I look over my room, I notice something:

I have made no images.

I have done NO work on the pictures.  The pictures are the simplest part, and I have done NO work on it.
It's also looking like I will have no people sitting at the desk, even though that was just a little gimmick, and was probably not going to be into the finalized room in the first place.

But, HEY! I said this on Thursday 25th!
INDUSTRY WEEK IS UPON US.....  and that means I have a week of reduced classes to get as many pictures done as needed!

(At the end of Industry Week)
I have created two images for the office, using the digital art creation application Procreate.

I have an image of you, the player, looking into the room, with Fancy Fairy and Chad sitting at the desks behind you, looking suprised.
The second image is titled "Fancy Fairy Co!   Now with Office!"  and it is shown in the earlier picture, as well as being positioned on the wall opposite to the door.

I tried to make some plants.

You know this.  I said it before.

I hate making plants.

They are horrible.

Instead, my final two models will be the Radio, and/or Computer.

In order to not burn out competely, I will make the radio over this week, Week Five, and the Computer during Industry week.

New Piskel.png
Week 6. Radio made!

Chris and Caitlyn's THURSDAY Computer Sessions

After I recreate my speaker-wire dome, I will apply it to my Radio shape model.

Then, I bevel the surface.

Handleless Radio.png

Then I add small details, like the stem, and handle, then I export it into Unreal!


After i exported it, I wrote up a new widget for it, by duplicating the Chair Widget, and modifying the images and text inside it to create the Radio Widget.

Chris's lesson lasted from 9:00 to 12:00, with a 20 minute break.

20 minutes, added with the seven minutes spent getting feedback, 
(6 minutes, 43 seconds.   I rounded up.)
will make a total allotment of
(3 hours, subtracted 27 minutes:
180 minutes - 27 minutes = 153 minutes/ 2 hours and 33 minutes spent working.)

£21.76 is the hourly pay I'm using as a salary value for a freelance 3D Modeller

21.76 divided by 2 = 30 minutes pay.
21.76 multiplied by 2 is the two hours pay.


£21.76 x 2 is £43.52  (2 hours)
£21.76 / 2 is £10.88  (30 min)
£10.88 / 10 = £1.088 ( £1.1)  (3 min)

£43.52 + £10.88 = £54.40
£54.40 + $1.10 = £55.5

All together that'll make the pay for the work be £55.50 for 2 hours and 33 minutes of work.

Or, if I calculated wrong,  (if it's £1.01, not £1.10)
the end total would be £54.41, which COULD be rounded up to £55.5, but it would most likely be rounded down to £54.40





Final Recap/ Final Notes

There are four cameras, each looks into a different corner of the room.

When you rotate/look into a more populated corner of the room, the background will turn to a darker shade of blue, thus giving contrast, so allowing you to tell what's IN that corner without having it look like a white-on-white blob.

There is an Issue with the Video featured in the Tiny Room.

First, to explain, I filmed this in OBS, on the school computers, on Tuesday.

The other, earlier videos do not open with the OBS menu, as I filmed them in my home, and used the Quick Time Player to open, and trim them.

I cannot use OBS to any satisfaction, so I left the opening in, to prove I did it at school.


When I open Unreal, you will see the video playing on the right side of the room, on the wall.

When you look at the Query Roster, you will aso see the video on the Video Info tab.

There is/was/still is an error in Unreal of my own making, where the video may or may not play, depending on if the gods of software want to annoy me.

I suspect this issue may have risen from that the Video does not connect to the texture.

This image is the revised build of the Tiny Room, where I connected the parts together.

This white line was ot here in the irst place..png

The second issue has risen from SCALING.

In my Widget, the boxes were not properly centered.

This led to graphical problems like text falling out of bounds, buttons not being full, and the like.

I only realized my buttons were falling off the camera while I was filming, so I decided "Eh. Why Not?" and fixed the issue in the video, so you, the viewer, could see how I fixed the problem.

As it turns out, the solution is to just scale the offending object down when needed, and move it to fit within the camera bounds!





I didn't finish create the computer for the tiny rooms, and I don't think i'd really have enough time to make (A really really nice-) one in this week.   In this week, I did do coding work, but that's not what I am supposed to do or this project.

I DID edit my website,

I fixed up spelling errors, I made sure the button roster works properly,  and looked through the site, to see if everything makes sense.

I won't labour the details of the proofreading. I'll just say I ended up catching a lot of errors, and I expect that I still missed a few even so.




This dramatically named section is, as the name suggests, the end of the project.


It's been a long run, hasn't it?

What did we do?
Let's reflect and analyze!


Made surveys, and came up with ideas for the room.

Made floor plans for the room!

Created models, to put inside the room!

What went well?

I got better at modelling!

I drew some nice digital art!

What went badly?

I still have a Schrodinger's video, because it'll either play, or not play, until you boot up the project.

I was unable to properly texture the models, as I didn't have the drawing tablet to illustrate the textures.

What can I carry over to anything else?

^Remember that in Unreal, you have to hook the audio detector up to the player pawn, unless your POV is first person.

^Bridging 3D models only works with symmetrically sided objects.

^There's most often a simpler solution
......Like a Fill Hole button.

^Organise your work!
With multiple folders!
but not TOO many folders!

Well, that was some reflecting, and analysing.

It may have been irrelevant, as I HAVE been reviewing my work at the end of every week section, but it's time to be paid and marked!

This section will show you a video of the Tiny Room, the final, (and possibly-) first invoice, and, allowing you to see everything inside the room: the project.

The first 11 seconds may seen irrelevant, but in this point, I'm showing how the audio emenating from the radio is getting louder the closer I am, and quieter the farther away I am.   

Seconds 12 to 53 show the Roster Menu, interactable with the "Q" button, which is illustrated by the writing on the wall.   I walk you through every tab of the roster, holding to give some time to read the information on every page.    The seconds of 54 onwards illustrate the change of background color when you rotate to the Radio Corner, and Office Poster corners/.


Screenshot 2022-03-17 150148.png
Screenshot 2022-03-17 150224.png


This video was taken using the Cmnd-Shift 5
Screen record keystroke on an IMac Computer.

I explain everything that happens in the video
in the first viewing section, higher up.

This video is of the Tiny Room downloadable you can acquire in the download button below.

The video viewable on the walls of the room, and in the Query Menu may not be moving in the room when you open it.

I have had an error in my project, and the playing of the video is unreliable.

Reading the tab on this that's higher up on the page will explain the issue more.

Here is the DOWNLOAD.
It contains the Tiny Rooms Project File.

It is lit using Production Grade lighting.

It runs in the Unreal 4.6

(It may be called 4.2, or 4.26, or 4.62. The main point is that the project was made in the same version as the Unreal Editor on whatever *computer you're viewing this on.)

(*unless you're on version 4.7.)


Over the course of this project, I was pricing my work done, and noting it down in order to
make an invoice.



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