Sector
What I Focused on -
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3Cs & Game Design
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Technical Design
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Level Design/Level Scripting
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Visual Scripting
A Small project worked jointly with my wife, focused on making a 3D action level using Dashing as the main traversal mechanic.
This project Originally started as a test to see what me and my wife could put together in a week. Which has now evolved into a project I'm continuing. Above shows the progression of the project. Below shows the implementation of blueprints and Level designs.
Gravity Shifting
As the project has progressed, I've implemented more mechanics. One being Gravity Shifting. The player is able to shift to all axis, with smooth character & Camera transitions to each.
Even keeping the ability to use all traversal abilities just as Vaulting and wall running while the Gravity has changed.
Firstly, I created block out of the level in Unreal Engine. The idea of working upwards through a factory, with a central pillar which would house interaction points for the Dashing mechanic on the way up. Making the basic shapes for the pipes/catwalks etc. Marking the thoughts I had for each piece of the environment to help build the 'Diesel-Punk' Aesthetic.






Enemy & Dash point Level Object Blueprint


An example of the Enemy & Dash Point level object -
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Checks if the Object is an Enemy or a Dash point. Changing the functionality accordingly.
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Allows for more modular placement, with a simple check box to switch types.
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Once the type is switched, the model also changes.


Character Targeting Blueprint

An example of the Character Targeting Blueprint -
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Upon Aiming a Line Trace is fired from the camera's position.
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If it touches an enemy or dash point, the crosshair is rendered Red.
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The location of the Traced Hit is logged and used when the player dashes, moving them to the hit location.
Concepting

While I worked on the Level layout and Level Scripting, my wife put together concepts based on my block out, as well as low poly 3D models. All built to the metrics I'd set out based on Unreal Engines measurements.



Once the low poly models were complete, I implemented them in place of the block out in engine, colour coding each to show which surface was walkable or interactable. Which is currently the look we have at the moment as seen in the video at the top of the page!


