What is Awake(wt)?
Awake(wt) is a 3D side-scrolling platformer currently in development, where you play as a toy that’s mysteriously come to life and is trying to escape a shopping mall. The first level is set in the mall and its dusty AC vents, which connect different rooms and are packed with spider webs, insects, and even rodents that will try to stop you. The idea is to create a mix of exploration, tricky obstacles, and tense encounters as the toy makes its way through this dangerous environment. It’s a work-in-progress project, blending action and mystery in a unique setting.
3D side-scroller Platformer game.
Genre: Platformer, Side-Scroller, Puzzle
Platform: Windows
Release Date: TBD
Summary of responsibilities
I am the end-to-end developer of this game, responsible for the following:
Concept Art: Created the initial designs and visual style.
3D Modeling and Texturing: Modeled and textured nearly all assets.
Character Design and Animation: Designed the main character, rigged the 3D model and hand-animated all movements.
Game Mechanics and Player Controls: Developed the core gameplay systems and controls.
Level Design: Designing levels, including platforming sections and puzzle mechanics.
UI Design: Building functional user interfaces for the main menu, pause menu, and navigation.
Sound Design and Music: Crafted character sound effects, added environmental ambiance, and background music.
Screenshots
Starting Cinematic Animated by me
Early conceptualisation
3D Assets
Character Design
Concept Art
Game Ready 3D model
In-game clip of model (Unreal Engine)
Developement Process
Started by sketching the concept idea of a toy on a shopping mall shelf surrounded by toy boxes, inspired by the Toy Story 1 scene.
Created a 3D model of the character based on a rough idea and made small changes as development progressed.
Rigged the character and created animations for walking, jumping, falling, etc.
Modeled and textured additional 3D assets, including boxes, shelves, and hoardings.
Built a basic level using these assets to test mechanics and movement.
Developed basic mechanics using Blueprints, such as:
-Double jumping/continuous jumping system
-Falling damage system
Created additional levels, including vent sections with maze-like paths, platforming sections, spider webs, and joints.
Programmed systems for:
-Setting respawn/checkpoints at any location.
-Refilling battery marks and converting battery to stamina.
-Lives system to respawn and end game.
-UI widgets
-interactive assets
Made a main menu and gameplay UI to display "health" and lives.
Created a short 3D animated cinematic for the game’s intro.
Designed an enemy AI with basic functions like following the player and attacking.
Worked on programming damage mechanics for enemies.
Future plans:
-Model, rig, and animate enemy designs
-Add larger boss enemies, such as a giant mouse or queen wasp.
Level Design
When the game begins, I want the player to feel curious about the world and environment with the various sounds and markings on the walls.
The level starts with the character coming to life through an "electric shock" from an outlet, serving as an introduction to the game. This opening level is designed as a tutorial where the player’s goal is to explore their surroundings, figure out the controls, and move forward intuitively. To guide players naturally, objects such as ladders or platforms will be strategically placed to encourage progression.
The next stage begins when the player reaches the vents, which are designed with puzzles to unlock various paths and filled with different types of insects like spiders, cockroaches, and flies. Checkpoints, enemies, and lighting will be placed thoughtfully to reassure players that they are on the right track.
Visual Scripting / Unreal Engine Blueprints
There are not many tutorials or blueprints available online for many things in Unreal Engine. So I had to develop blueprints with Research, trial and error. These are some of them.
Blueprint for a Smooth Camera movement
Health and Stamina bar refuel system
Damage system based on landing speed
Blueprint for Aiming gun
Changing Light Intensity
Making a Checkpoint anywhere in game
Softwares used
Game Engine
3D Modeling / Texturing / Rigging / Animations
Concept Art / Textures
Sound Design
Kden
Editing Cinematics / trailers / gameplay videos