DISPLAY: 0:00 — 0:53

TITLE: Haunted Village Progression 4
MEDIA: Interactive Media
SOFTWARE: Unreal Engine 5
HARDWARE: Windows 11
SPECIFICATIONS:1920x1080px, 24fps
DURATION: 0’53”
CLASS: FMX 217 Spatial Computing
PROFESSOR: Stephen Dinehart
SEMESTER / TERM: Fall 25
INSTITUTION: University of Tampa
DESCRIPTION: I wanted to show how I managed to make ANY object “interactable” or to create the illusion of doing to. I attached a button, oversized it so that the player does not struggle with interacting with it. I created a conversation chain with the name of what it is, “Wall Scroll” or “Scribbled Note” and wrote within the conversation tab of the description. Attaching the button to the conversation will allow the player to interact and gain lore along with information on what’s going on.

DISPLAY: 0:00 — 0:45

TITLE: Haunted Village Progression 3
MEDIA: Interactive Media
SOFTWARE: Unreal Engine 5
HARDWARE: Windows 11
SPECIFICATIONS:1920x1080px, 24fps
DURATION: 0’45”
CLASS: FMX 217 Spatial Computing
PROFESSOR: Stephen Dinehart
SEMESTER / TERM: Fall 25
INSTITUTION: University of Tampa
DESCRIPTION: This was to create basically a conversation chain to make object that the player normally wouldn’t be able to interact with well…interactable. I changed the ending sound effect to be a bit more “scary”.

DISPLAY: 0:00 — 0:30

TITLE: Haunted Village Progression 2
MEDIA: Interactive Media
SOFTWARE: Unreal Engine 5
HARDWARE: Windows 11
SPECIFICATIONS:1920x1080px, 24fps
DURATION: 1’05”
CLASS: FMX 217 Spatial Computing
PROFESSOR: Stephen Dinehart
SEMESTER / TERM: Fall 25
INSTITUTION: University of Tampa
DESCRIPTION: This was to showcase how it would look to the average player at this stage. It was a tester to make sure the flashlight works as intended, and to make sure the physics work properly as well.

DISPLAY: 0:00 — 0:20

TITLE: Haunted Village Progression 1
MEDIA: Interactive Media
SOFTWARE: Unreal Engine 5
HARDWARE: Windows 11
SPECIFICATIONS:1920x1080px, 24fps
DURATION: 0’20”
CLASS: FMX 217 Spatial Computing
PROFESSOR: Stephen Dinehart
SEMESTER / TERM: Fall 25
INSTITUTION: University of Tampa
DESCRIPTION: Now we are making our own game within Fortnite. We can use either Fortnite Creative or UEFN (Unreal Engine for Fortnite). I decided to use UEFN mainly because I have better control over objects and devices along with being able to expand on certain tools I wouldn’t be able to utilize in Creative. My theme is Horror as i find it easier to do, my story is that you and or a friend are taking a drive, going through a tunnel, only to wind up in an abandoned village that will not let you leave. Your objective is to find 10 purification scrolls around the village, while finding old scripts of what the village was and how it fell the way it did. There will be spirits and monsters trying to attack you and keep you here. One will only be able to hold a flashlight, while the other needs to find weapons scattered around to keep you both alive. When all 10 scrolls are collected, you would purify the town and finally leave, thus ending the game. This video along the the fusture posts will be the progression of the game being made.

DISPLAY: 0:39 — 1:09

TITLE: Neo-Town
MEDIA: Interactive Media
SOFTWARE: Unreal Engine 5
HARDWARE: Windows 11
SPECIFICATIONS:1920x1080px, 24fps
DURATION: 3’24”
CLASS: FMX 217 Spatial Computing
PROFESSOR: Stephen Dinehart
SEMESTER / TERM: Fall 25
INSTITUTION: University of Tampa
DESCRIPTION: This was my first attempt at making an island. It did not need to be playable, but I wanted to try. It is a coin collecting game where you’re able to enter all the buildings within the game with a counter, a scoreboard with interactable NPC’s with custom dialogue. Also you can traverse through the area with a grappling hook. I wanted to see what you can do in Creative which is how I made this level within Fortnite.