Christian Wheeler
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supernerdxdev.bsky.social
Christian Wheeler
@supernerdxdev.bsky.social
Here is my first pass at the final render for my epic door cinematic. I am happy with how it's progressing so far; all that is left is a few insert shots of the mechanism and to animate the tenacles receding when the door begins to open.
youtu.be/nYGnKgdpPJM
Alien Inspired Epic Door
YouTube video by SupernerdX
youtu.be
August 20, 2025 at 11:28 PM
Updated Textures for the door Model.
August 17, 2025 at 2:03 AM
Set Dressed Environment and created a rough cinematic.
August 17, 2025 at 2:01 AM
Epic Door Opening First Test. I am happy with the first test. I want to work more with sound design and accentuate the vines and overgrown nature of the door.
August 10, 2025 at 3:32 PM
Epic door. After extensive research and experimentation, I finally have a door design that I am happy with. All that is left is to finish the animation, which I will do this afternoon.
August 3, 2025 at 3:39 PM
The Epic door project: I aiming for a simple and clean door design while enhancing the cinematic elements in the second part. Attached is the initial construction stage and my reference sheet, with a focus on fitting the design within the Alien franchise.
July 27, 2025 at 2:17 PM
I decided to scrap the replay system for the time being until I can get it to function more consistently but I did continue with the idea that the toy had to activated in a sequence and added the ability to fly around as the bird once activated. Here is the final results.
youtu.be/AsvLT8R5gO0?...
Clockwork Bird Interactive Toy.
YouTube video by SupernerdX
youtu.be
July 27, 2025 at 2:04 PM
Here is how the toy is currently shaping out, aesthetically. I like how the camera moves, and I think the final product will be fun to play with, even without the replay system at the current time.
July 21, 2025 at 4:59 AM
The replay system is where I am currently struggling because, essentially, I have to create another structure for the ghost that stores the location and click data, and I am starting to lose track of data at this point. I want to revisit this with a more straightforward solution.
July 21, 2025 at 4:57 AM
Here is my WIP systmem.Basicly it creates a session structure to store click events and mouse paths, allowing each session to have unique position and click data. However, there were some issues with the structures that prevented it from functioning as intended.
July 21, 2025 at 4:54 AM
Dev Log Week 5:
I set up the gameplay recording and playback systems, but integrating multiple ghost clones proved more difficult than expected. I underestimated the complexity of storing ghost data, making my system convoluted. I plan to revisit this at a later date
July 21, 2025 at 4:49 AM
I have also gone ahead and purchased the environment pack that I will be using, as well as my mechanical bird asset.
July 13, 2025 at 1:36 PM
Here is a video walkthrough.
www.youtube.com/watch?v=IMSn...
Pikmin 3 inspired environment | Unreal Engine 5
YouTube video by SupernerdX
www.youtube.com
July 6, 2025 at 11:58 PM
Dev Log 3:

After finalizing the layout, I put in all the assets. Finished set dressing and finalized the lighting. This is the final result.

www.youtube.com/watch?v=IMSn...
July 6, 2025 at 11:56 PM
Dev Log 2 Cont:
In addition, I have been working to replicate the Pikmin-style camera. Overall, I am pleased with this initial review. I need to make it a stationary orthographic camera that moves with the player.
June 29, 2025 at 1:18 PM
Dev log 2:
After reviewing my studies, I revised my map design to include recessed areas leading to elevated spaces for player exploration. This change addressed the previous design's overly open feel, better aligning it with the Pikmin aesthetic.
June 29, 2025 at 1:13 PM
Study of map layout.
Orange: Map outline.
Red: Elevated Areas
Green: Ramps
June 22, 2025 at 2:34 PM
After reviewing their references, I noticed the following.
1. Shallower map indentations
2. Use rocks to build up walls
3. Flatter terrain with larger set pieces
4. More organic shape

Now, having looked at the maps in closer detail, I feel I can better replicate the style I was going for.
June 22, 2025 at 2:32 PM
I struggle with level design, so I’m using resources like noclip.website to study levels from Pikmin 2 for layout inspiration. I also found the model of Pikmin 3's Tropical Wilds ripped from the game to analyze.

noclip.website#pik2/user/Ka...
June 22, 2025 at 2:06 PM
Challenges:
- Mobile Performance
- Time
- Dedication

Accomplishments:
- Standalone build running at 90 fps
- Unique art style
- Compelling story
- Custom AI
May 28, 2025 at 7:53 PM
Week 10: Reflection.
I’m happy with the project; it’s been one of my most challenging yet rewarding experiences. While it has room for improvement, there’s great potential with more time and dedication.
May 28, 2025 at 7:53 PM
Week 9: With the project nearing completion, I was tasked with creating our press kit, gathering all the Screenshots, Media, and finalized trailer, and compiling them into one cohesive package.

Presskit: impress.games/press-kit/cl...

Final Trailer: www.youtube.com/watch?v=brvf...
Echoes of a Silent Garden Trailer
YouTube video by Echoes of a Silent Garden
www.youtube.com
May 28, 2025 at 7:46 PM
Week 8: I conducted a comprehensive overhaul of Lily's navigation, utilizing raycasts to enhance obstacle avoidance and leveraging Unity's Agent system to create an agent more closely aligned with Lily's size.
May 28, 2025 at 7:41 PM