After landing on the planet, our character has to make his way through the enemy base to extract information from a server located in the inner parts of the base. After failing to do so quietly, our character has to fight his wait out and steal a ship as his only way out.
Level Information :
- It took 3 weeks to design.
- Used Unreal Engine & Blender.
- Character & AI done using the ALS Jakub extension.
The goal I set with this project was to put into effect most of what I had learned while doing the CGMA Level Design course. I wanted to use this level to work on leading the player easily through a linear TPS level and incorporate valves, leading lines, etc…
Before Starting the level, I gathered a lot of references to match the ideas I had in mind and to give me a better visualization of what I wanted the level to look like and to get the general atmosphere.
I needed to be consistent with the metrics so I decided to go with a 1.25m height for low cover and 2m for high, for the doors they are all 2.5m to allow the camera to move without clipping through assets.
To begin I needed openable doors, I made a single and a double that I used throughout the level to mark areas, block line of sight, make the player feel safe, and others.
I added a ship at the beginning of the level to attract attention to the base at the top of the cliff.
The second ship was used at the end of the level to give a means to escape for the player, I decided to add a few AI to spawn with the ship to make the player fight for his escape.
Throughout the level the AI was spawned progressively to help with optimization and were only be spawned when needed.
The Hacking sequence was used as a mark in the level from a “sneak & fight” style to a full on “fight to escape”. This was done by adding a valve, both doors that the player used to enter would close making it impossible to go backwards. Then I added the alarm to mark the switch and to make the player understand that now the AI is actively waiting and looking for him.The radio voice was an extra plus to guide the player through what would be his way forward and out of the base.
To make this level I needed a modular kit with a sci fi look to it so I deciced to use Blender to make basic walls, doors and windows to allow for fast iterations.
I needed props with the proper metrics as well as other elements to help lead the player.
The enemy cargo ship had to have several parts to allow animations with the Unreal Engine Blueprint system.
All props that weren't made for this project where made during the CGMA Level Design course for other assignment.
RADIO
I decided to use a radio dialogue to help the player understand his objectives and his way through the level. I used a simple Box Trigger to trigger each interaction with the radio and character, it helped give context to the mission, guide the way forward and added more “life” to the level. All the dialogue and effects were done using Audacity to cut, pitch, and set the radio effect on the voices.
LIGHTS
Lights were a great way to attract the players eye to guide the way forward or to point at secondary objectives like chests and ammo.The red light was used as a guide to the way forward and the blue light was set above doors that would lead to chest or ammo.
PROPS
Made with Blender, I used pipes and cables to guide the way forward. It acts as a natural guiding line for the player to understand where to go and not get confused or lost.