Team: Solo| Development: 1 Month | Engine: Unreal Engine 4
SCP-6688 is a Third Person Shooter horror game where the player is a S.W.A.T. involved in a strange operation in a manequin warehouse where three agents went missing.
I worked in this prototipe as:
Game/Level Designer
CAPTURES
LEVEL BREAKDOWN
I spended a lot of time on this prototype in the scripting with blueprints of the mechanics and enemies because I wanted to focus this level in the horror experience. I had to adapt the mechanics because this was a template provided by my scripting teacher, the inventory, stats and pickups was made by him.
The idea of this prototype was:
To make a horror experience in a place where there's a lot of enemies but only a few move, so the player is always in tension.
Making some quests to make the story move on.
Creating creepy spaces and images just with the level and some decoration.
LAYOUTS
Objective:
Give context of the story to the player
Create a creepy mood
Let the player explore, no closed doors all the floors can be accessed at any time
Introduce basic enemy
Introduce core mechanics
Objective:
Introduce ranged enemy
Give some hints to the player about what is going on
Make the story continue
Make sure the player understood all the mechanics
Objective:
The player can complete the mision if he went in order of floors
Make the Player understand what is his final purpose
Let him fight the boss and think he can beat it. To realize the truth, he has been betrayed by his own collegues.
MAIN QUEST FLOWCHART
I didn't want the player to have an easy to comprehend quests, keep it simple so the experience and scenes are more relevant.
The core idea was to make the misions flexible and let the layer decide wich path will take to complete it.
ENEMIES
This enemy stays still until the player is very close, then he runs towards him to hurt him while a horrible scream sounds.
This enemy stays still until the player is relatively close, then starts shooting evil energy balls at him.