Role: Level, Systems, AI and Environment and lighting Designer
Studio: Solo Project
Development Time: 3 weeks
Engine: Unreal 5
The purpose of this project was to gain a further understanding of the Unreal engine, alongside expanding my portfolio via further diversing the genres of games I have worked on, this one being a third person shooter.
Development process:
This project was challenging, yet I enjoyed developing it thoroughly. I used UE5's Lyra starter pack, a framework to build my level around, which meant I had to test all the functions, mechanics and movement tech to understand the direction my level will take. I manipulated the framework to become 5 vs 5 instead of the default 2 vs 2 as I felt the gameplay was too slow for how fast the movement and weapon play was.
After a couple hours of testing, I detected that enemy AI direction is determined by weapon and health placements around the map, meaning I had to balance weapon pickups (symmetrical for both team sides), while also guiding enemy AI to different parts of the map. Although I was proud of the first map, it unfortunately corrupted, but taught me a valuable lesson on backing up projects and the importance of Git. I used the knowledge I had gain from creating this level to design a much more vertical and thought out level, and I am super proud of what became of my project.
Below is a full documentation on the project, diving into the issues faced, problems solved alongside reasons behind the design of the level.
Level 1 (corrupted project):
Level 2:
Reflection: In this project I learned a lot about lighting, blueprints, modelling tools, AI placements, weapon and level balancing as well as mechanic manipulation. Although it isn't perfect at all and there are areas that can be vastly improved, I learnt many invaluable lessons from this project and can push my new knowledge onto later projects.