Since the last blog post, I have made significant progress in creating my level and learned a lot of different aspects about working in Unreal throughout the process. As I mentioned in my last post, I ended up being much more challenged by the level I chose than I initially intended. There were two aspects of the Hunter's Dream in Bloodborne that aesthetically oppose each other, and each carried its own challenges.
Firstly, there was the natural terrain. The garden outside the Hunter's Workshop carried with it many twists, turns, pathways, ramps, and steep elevations. This type of landscape was one I had never tried to make before. As mentioned in the last blog post, this was something I ended up overcoming with the use of the spline tools. Below is the current version of the garden/cemetery portion of the level, which I recently adjusted based on suggestions on its elevation.
Next was the workshop itself. I faced a lot of difficulty trying to decide just how much detail needed to be rendered for an appropriate blockout. The workshop is architecturally a gorgeous, complex structure based on Gothic chapels and has lots of vaulted ceilings, intricate spires, columns, archways, and more. While I knew that a lockout was not going to be a perfect recreation, I felt as if I should still try to create a strong silhouette that stands out against the skybox behind it. The majority of the building is made with duplicated wall structures and other blockmesh proxy assets made using the modeling tools provided by Unreal.
As it stands, the level is essentially complete, save for a few props and adjustments to scale and proportions here and there. This level has been extremely challenging, just as rewarding, and even more fun than I could have hoped for





