I’m using Unreal Engine 4 to work on a Third-Person Open World, Action-Adventure videogame project titled as MVP_AsianWifeQuest; the ‘MVP’ acronym is used to describe the project’s nature as a Minimum Viable Product.
You will control a male protagonist in search of multiple wives and an Asian ethnicity will be represented by each of them; accounting the project’s MVP nature, I have included a total of 3 Asian-woman characters (1 Japanese, 1 Chinese, and 1 Korean), which were personally made in Daz Studio 4.9; the overall goal is to form a polygamous relationship (simultaneous marriage) involving all three Asian women and accounting the project’s Open-World nature, the player-character will be provided a multiple-choice framework on how to accomplish this goal.
At the moment, I’m developing a videogame test project titled as OTS_ResidentEvilTest via Unreal Engine 4; the ‘OTS’ acronym stands for ‘Over The Shoulder’ as this project will use an auto-adjusted 3rd-person camera; when the test project is completed, I will make a playable demo and have that publicized for downloadability.
It was fresh to witness a recycling of dual character tag-team gameplay from the first three Marvel vs. Capcom games (X-Men Vs. Street Fighter, Marvel Super-Heroes Vs. Street Fighter, and Marvel Vs. Capcom: Clash of Super-Heroes) in the context of Unreal Engine 4, which was previously used to develop Street Fighter V.
From what’s been unveiled about the game initially, my enthusiasm has been mild, but if Captain Commando (Capcom’s 1st mascot) returns as a playable character, then my enthusiasm will reach a new high.
Dating back to January of this year, Capcom Vancouver announced developing two videogames in Unreal Engine 4. The later announcement for Dead Rising 4 as one of those projects was personally unexpected but given the chance, I’d buy and play it on a platform other than Xbox One.
Here’s my certificate for this class.