Role: Level and Environment Designer
Studio: Solo Project
Development Time: 3 weeks
Engine: Unreal 4
The main focus of this project was to construct an authentic environment based around 1800s mining towns, doing so within an unfamiliar engine. All man made structures were built using Unreal 4's modelling tool, while the environment was created using assets from the Unreal store.
This project not only prepared me for future work involving blockouts using the Unreal modelling tool, but also asset placement, lighting, post processing and terrain tools. I also delved into environmental story telling, with overturned wagons, abandoned saloons and an aftermath of a shootout. Each building was tricky to build, but was rewarding to visually see progress between the first structure, and the last. Although it would have been more logical to use a program like Maya to create the structures, it would not have been beneficial to me as a game designer, as I will need to be able to create structures quickly for environmental artists to develop upon.
The point of this project was to showcase the environment, while also presenting the skills I have learnt in engine. This meant that the gameplay was simply a third person controller, which was used to ensure that all objects were to scale. Even though this project was short, it offered important and valuable skills that have carried me through my third year team project. I have also obtained curiosity and understanding for Unreal's effects and lighting systems.