Passage Infinity (2022) - UE5 game for HCI research
I built Passage Infinity in UE5 as the project lead on a human-computer interaction study in 2022. As a lecturer at Solent University, I had a set period for research papers each year. Konstantinos Ntokos FHEA (Senior Lecturer) was the other academic on the project.
When participants played the game, it would output analytics to text file. Between sessions it would randomly change aspects of the controls like sensitivity, and across 600 play sessions we identified the "sweet spot" for control settings based on statistical analysis of the output logs. The tech could feasibly be used to highly refine the player experience.
I built the actual game including its analytics system on my own. I was also responsible for the statistical analysis using the data in SPSS afterwards (Friedman tests, Dunn-Bonferroni post hoc tests, and Spearman's correlation specifically). A follow up study was not commenced as I was headhunted by Supermassive several weeks later, and left academia to work on AAA projects there.
See below code samples from the project, handling gate collision responses and rotation.
When participants played the game, it would output analytics to text file. Between sessions it would randomly change aspects of the controls like sensitivity, and across 600 play sessions we identified the "sweet spot" for control settings based on statistical analysis of the output logs. The tech could feasibly be used to highly refine the player experience.
I built the actual game including its analytics system on my own. I was also responsible for the statistical analysis using the data in SPSS afterwards (Friedman tests, Dunn-Bonferroni post hoc tests, and Spearman's correlation specifically). A follow up study was not commenced as I was headhunted by Supermassive several weeks later, and left academia to work on AAA projects there.
See below code samples from the project, handling gate collision responses and rotation.
If you'd like to read the actual research paper, I've made a copy available for free here:
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Audio visualisation system- UE5
This system uses a simple form of spectral analysis to create some cool moving blocks that visualise music in real time. It makes use of Instanced Static Meshes for the blocks, WPO animation, a Material Parameter Collection for keeping the rhythm, a curve atlas for colour temperature, instance custom data for block coordinates, and is fully customisable. The demo video features 1024 blocks in animation (64 rows of 16), you could very easily take this higher than that.
The video has an explanation at the end. Below are also some screenshots of the relevant BP and the associated material.
The video has an explanation at the end. Below are also some screenshots of the relevant BP and the associated material.