Third person action adventure
Cross-hunt the Third Person Adventure game where you pillage a castle looking for treasure. There will be certain Gates that are closed I can only open by finding a lever. You encounter a boss-like enemy that is stopping you from collecting the treasure
Designed documentation to ensure gameplay and cinematic Beats were followed
Implemented scriptable events and sequences such as on collision
Created fully blocked-out level using a bubble map and a level map created in Adobe Illustrator
Researched a variety of Dark Souls games and used PreReft to gather references
Built the block-out level using Unreal Engine and Unreal Engine blueprints
Crafted A unique boss fight Using Unreal Engine blueprints
Many of my references were from the Dark Souls series. In the series, you do go around many castles and traverse the area. Many of the castles also have different types of surroundings such as daytime, nighttime and fall dark fog
The paper diagram is a rough sketch that I started at the beginning of my level design process. Here's what I want to get the basic structure of the level and where I can quickly brainstorm ideas of what works and what doesn't work.
The bubble diagram allows me to map out the specific areas or rooms I want to build the level with. This way I don't have to focus heavily on the architecture.
The blockout process starts with me creating a landscape for my level. I start creating the battleground where the player will fight enemies the most. I then go create the buildings the player will go into and explore.
In the first Battleground in the level the player will incur counter two enemies patrolling the level he has an option of sneaking around or attacking them.There will be also be weapons scattered around the area so the player can switch between an ax and a shield or a sword
If the player explores and go into the first building. He will be rewarded with a health pack and a sword
I believe in the second building the player will face two more enemies patrolling the area when he's done fighting them or sneaking around them he will find a lever though open the second gate so the player can proceed
I was talking in the second Battleground the player will face a boss-like enemy and his minion. They are both standing in the path of the tower where the player can find the treasure. The player must defeat the boss to proceed
1. Open the gate
2.Fight the patrolling enemies
3. Open the second gate
4.Fight the boss
5.Find the treasure
Open the gate
The player begins to level he notices a lever in front of him by walking over to the lever an event will play where the gate will come down and the player can proceed into the castle
Take out the enemy
The player proceeds into the castle he will face patrolling enemies he has two options by their fight through them or you can sneak around them and look for the lever to the second gate
Find the lever
The player will find the second lever in one of the buildings when he uses his lever the gate will open and he can proceed to the tower
Fight the Boss
In the last part of the level the player will face a boss like enemy along with his minion if the player wants to proceed to the tower he must defeat the boss
In the beginning of the level the player will see a huge tower over the distance it is very noticeable and this is a way to guide the player using the landmark
Gates & Valves
Throughout the level, there will be certain gates that the player can open using levers and when the player has walked through these gates they will close right behind him. This is a great example of gates and valves since I am stopping the player from proceeding until he does a specific objective and then I'm also preventing him from backtracking.
When the player uses the lever to open the second gate The player will notice a window showcasing where to go this is framing for the player showing him where to proceed