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Apocalyptic Future
A Third Person Adventure

Introduction

While the first piece was meant to show who I am, what I like and what I can do, this second piece is primarily meant to show my managing qualities in both time and level principles.

I wanted to make a level that focused on design and was made within a short timeframe.

Synopsis

Your mission is to broadcast a signal behind enemy lines. But beware, for it is not only the enemy that is dangerous in this apocalyptic world.

  • Individual solo project spanning 4 weeks of work halftime.

  • Focus on level design

  • Made by using Unreal Engine and Blender

Note:

  • Template made by Jakub W, bought through Patreon

  • All other content is made by me with exemption of the following:

    • Vigilante aircraft carrier pack

    • M5 VFX Vol2 Fire and Flames

    • Water planes

Summary

Level Overview

Level Flowchart

Enter the canyon

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Crawl through the caves

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Find a way around the Machine gun

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Investigate the Point of Interest

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Make it past the zombie horde

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Engage enemy outpost

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Kill the attacking zombie

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Swing over the gorge

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Broadcast the signal

Design Techniques

Point of Interest

The dead character ahead draws the player in as a point of interest. This is achieved due to the fact that the dead character does not belong in the environment, which makes the player want to investigate.

 

Since the way forward is slightly hidden from view, this also works as the bait in a bait and switch.

Tension

After leaving the dead character a loud screech can be heard. This is meant to increase tension. The path forward is not only narrow, but defined by sharp turns and corners which is meant to increase the tension even further. The path also slopes upward leaving the player in a more vulnerable position.

Sharp Corners

There are several 90 degree turns throughout the level. Sharp corners emphasize a sign of danger or lack of safety.

 

The stalactites in the cave therefore have pointy ends to further enhance this sign of danger.

Point of No Return

A crack in the cave has resulted in a shift in elevation, making it impossible for the player to turn back once the crack has been passed. This "Rabbit hole" is used to signal that the adventure lies ahead and only ahead, but it could also be used to unload parts of the map for performance demands.
 

The harmony between objects is not only pleasing to the eye and soul, it can also be combined with presenting the player's path as shown in this Rule of Third example.

Foreshadow

The final goal of the level is foreshadowed on several occasions which is meant to incite the player to push on forward.

 

As glimpses of the final goal are presented, the player is free to speculate and imagine what the end will ultimately entain. Personally, I have always found this to be very entertaining.

Vertigo Effect

Drawing inspiration from real life experiences, I always strive to reinvoke those feelings and emotions in my work.

 

In this case, I tried to induce a vertigo effect by forcing the player out on the very edge of the cliffside in order to swing across to the other side.

Shadowplay

When landing after swinging over the gorge, the shadowy silhouette of a character appears. This is to increase tension by making the player feel observed by an unknown entity.

The giant insect that the player uses to swing over the ravine also casts a shadow to hint at its existence.

Juxtaposition

At some point in time, the whole area making up the ravine was flooded by a tsunami wave which flushed in ships from the sea that then stuck to the cliffs. This scenario provides a familiar layout i.e the ship, in an unexpected locale, i.e the desert ravine.

 

These contrasting concepts highlight each others uniqueness and sets the basis for the level.

Combat & Agency

The beauty of games, compared to other media, is the players involvement in the outcome. I therefore consider player agency as a superior concept one can employ in order to deliver the best experience.

Zombie Horde

Here, the player is given a choice. I have focused on two different type of players:

The
offensive fighter kills the two visible zombies and advances to the bridge. A hoard of zombies hears the player and attacks. The player has two options: stand and fight or run. Two routes of escape are offered.

 

The cautious stealther on the other hand, silently takes out the two visible zombies with bow and arrow, then proceeds unscathed, or perhaps avoids the zombies altogether, saving the valuable ammunition for a later time. 

The Rusty Ship

The level culminates in a classic shootout with the enemy aboard the enemy outpost. 

Hard covers in the form of crates are used to give the player safe areas to hide behind in order to spot and advance on the enemy.

 

The player who chose to save their ammo gets the upper hand. The players who used up some or all of their ammo in the zombie encounter are, however, relieved to find ammo loot aboard the ship.

Machine Gun Post
 

I’ve chosen to include a machine gun post that hinders the player from proceeding.

 

The narrow space of the ravine enhances the machine gun's advantage. The player can not combat such strength and must find a way around it.

 

Here, the player must wait, look around and think of other possibilities.

Insect Swing
 

I always try to think outside the box and experiment with new ways of building my levels. The grappling hook mechanic featured in the template opened up new posibilites.

 

Therefore, I got the idea of using a giant insect as a part of the player path. The way to get around the machine gun post is latching on to the giant insect and swinging across the ravine.

Production

Process

For this project I felt I needed to be more time effective, which is why I began with writing down the level in the form of bullet lists.

 

I thought about the general feel of the map and began with topdowns and sketches as I always do.

At the same time, I began planning out the zombie and giant insect scenarios in order to incorporate a little bit of gameplay.

Blockout

I used Unreal Engines inbuilt modeling tool to craft a number of of meshes that would functions as the cliffs and rocks of the level.

 

A process done in minutes that resulted in the building blocks that built up the majority of the level.

Only a
slight variation in design on each mesh was needed to create diversity as well a distinctive canyon layout.

Reflections

Clarity

In contrast to the first portfolio piece I wanted to keep this second piece as a rough blockout. I wanted the sole focus to be on the level design. I therefore feel that the clarity of the players path, the interactable objects and actors placed throughout the level could be more clear. I have realised that I have a tendency to fall over into a refined blockout due to my storytelling and worldbuilding disposition which I believe affects my ability to construct a clear blockout. This realisation is something I bring with me into the future

Conclusion

Since this template came with already working mechanics it was a question of comming up with ideas to best utilize these mechanics. You take what you got and make the best of it. My goal was to produce a design focused level with a short timeframe. This I believe I achieved. Producing high qualitative work under pressure can be quite challenging however. 

To anyone reading this, I thank you for your time and interest.

Cincerely, Joel Reyes.

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