My room in the final project.

Importing my room model and the doodad model into the final project, (the room was accidentally imported too big), and I replaced the static pillars in the original model with my animated doodad.

In order to bring the doodad to life further, code was added to manipulate the light source object, a simple sine math function gave a gradual curve as it was shot up and out of the original object.

With the floats being public, each light object could have a slightly different movement pattern, added in the editor.

The object was given its own light source, and as it travelled down the body of the doodad, lit up each segment as it bypassed them, an effect I consider very effective.


A modified version of my Map Puzzle was included to use a 3D Model produced by the artist on the team. Since the location of the terrorist was accidentally left visible, this made the puzzle even easier than it already was, but the basic code I did still worked even on the sphere, since I produced a object at the raycast rather than a flat sprite.

Since my other puzzle would require another room for it by itself, and I had not made a 3D Model for it, as we ran short on time, we implemented the easier of the two puzzles. This also meant the 3D Model by the artist could be used in the final presentation, a graphic that helps sell the art style of the game further.

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