
Everhaven: Customize Character
Data design + workflow optimization for content designers.
Problem: Given that all appearance assets in this project share the same core data type, how can I add additional data which applies to only some of the asset types without the editor interface becoming unwieldy?
Implementation: Working with the basic system present in the project, I added new information in C++ with intentional flagging to hide unnecessary fields based off of the slot type (e.g. "hair", "eyes", "outfit color").

Source code for the general appearance asset.
Diagram of the various states of the appearance asset. This was invaluable for feedback when iterating with the content creators. What characteristics apply to which types of asset? What are future planned elements?



I expanded the data filtering and verification system for these appearance assets. When I connected my UI screen, the UI and data system could communicate to get filtered sets of data to display, and dynamically use the data to generate the card/tile/chip's visual.
Color chips - data representation in Unreal Editor appearance asset data object:
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Take a look at this reviewer's dive into the character customization screen. It showcases the color chips, along with the dynamic asset tiles all based on this character appearance asset data set up.
Take a look at this reviewer's dive into the character customization screen. It showcases the color chips, along with the dynamic asset tiles all based on this character appearance asset data set up.
Video on YouTube >



