Firstly, that demo is so awesome, it had many elements I am considering in my own game, it had some seriousness, beautiful visuals, and had humor and some arcade mixed with a modern twist, that always makes you feel at home, so I’m very inspired by this demo, secondly, ok, here’s a few questions I have.
On the Arcade Machine:
Was Tappy Chicken displayed on the Arcade Machine screen using a pre-recorded video being played back and overlayed onto a surface, or was it setup like a playable/interact-able mini game rendered onto the surface?
If Tappy Chicken in the Arcade Machine was setup like a playable mini-game that actually functions, did it use a Blueprint Interface for the actions and timing when the charactors pressed the buttons on the machine or was that done manually through animation playback separately?
On the Characters:
Was BVH Motion used to animate the characters or were they done mainly by hand in an animation package? Regardless, it looked great!
If the characters used BVH Motion, which workflow and/or tools (such as capture and recording system) was used to produce that result?
During the creation of the characters, was a tool such as dDo or Substance Painter used, or were the material surfaces simply wired and painted using techniques directly available already in Unreal Engine using what **Disney **uses for PBR methods? I’m curious about this as I’m about to purchase one of those painting programs very soon, but also noticed portions of that workflow already appears to be in the default Material Editor, Folder Management, and Blueprint System in Unreal Engine, and Unreal Engine does have the ability to paint onto surfaces so I considered possibility of using Multi-layering of Materials in Material editor and using the Paint Tool to create the Masks using Vertex Coloring and Texture Painting.
On the Level Itself:
I didn’t notice any water dropping in the demo but noticed the existing water reflections on the floor, does the level include any water dripping as was in the Reflections Subway downloadable content sample?
Was this level done entirely with blueprints with the updated API interface functionality handled in the background?
About Content Re-usability:
Lastly, if I wanted to do some sort of a tribute in the future in my game for Unreal Engine, say for instance I wanted to put that Arcade Machine in an area in a game level either in an arcade setting with other machines in game or another portion of a level where players could see or even interact with Tappy Chicken, and then the Unreal Engine Logo displayed in center of the screen at some point, when the downloadable content is available would I have permission to do that?