Final Documentation
The BiFrost
I call this level selector the BiFrost since it lets us travel to each of the nine realms.

Portals
The portal location changes based on the selection.Levels
There were a ton of levels to manage! Each one was like a new puzzle piece to make fit into my world where if it were optimization or making things accessible to the player.

optimization
Here are some visualizations to see how the space was allocated to each assets, as I kept adding more and more levels, I would start facing packaging issues with the Quest since there is a 2GB limit. The last image is what I was able to shring things down to.Overview
Thoughts
I was glad I was given the oppertunity to expose my team members to Unreal Engine since it is becoming such a powerful tool in the industry as well as helping them understand source control a little bit. Setting up the server and networking was also a pretty cool skill for me to pick up in such a short time as well as understanding building out to mobile since the Quest uses an android system. I also got a new understanding and apprication for optimization and level design. Unreal Engine was actually built with multiplayer in mind because of Unreal Tournament so its cool to get myself exposed in that topic as well. Now that the framework has been built, I feel like I can really make more cool stuff in the future or build on top of this foundation. Just incase anyone were curious, I was in front of my computer for 36 hours before I could finally rest, think this was a new record for myself!home
while (!deck.isInOrder()) {
print 'Iteration ' + i;
deck.shuffle();
i++;
}
print 'It took ' + i + ' iterations to sort the deck.';