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MILITARY COMPOUND - GATE
 

SUMMARY

The operator arrives at the gate to the military compound. The open area between the walk up and the gate present a challenge to a spy. Luckily, the player can quickly run through multiple scenerios to find the best way to take down all the guards.

ABOUT MY LEVEL

  • Developed in 1 week half-time

  • Unreal Engine, Blender, Photoshop

  • Assets taken from IWALS by Jakub, Blockout Tools Plugin by Dmitry, and Low Poly Viking World by PolyArt3D

INSPIRED BY

  • Farcry 5

  • The Division 2

  • Gears of War 4

QUICK COMBAT DESIGN

This week was divided into three maps to test our mettle when it came to produce quick combat scenerios. I also stuck primarily to sketching on pen and paper for two reasons. The first was to quickly come up with multiple iterations on paper so I could in turn test them in engine. The second was to allocate more time towards the game design portion. I wanted to flesh out the NavMeshes and patrols this week. I was heavily inspired by a selection of cover based shooters but the Division 2 definitely took the cake. Integrating architectural destinations into a cover shooter is what sold me.

PRE-PROD

MILTARY COMPOUND - KILLHOUSE
 

SUMMARY

The player makes their way from the overlook to the train station and immediately notices that something is amiss. The feeling is confirmed when they run into skeletons laying inside the building seemingly untouched. What caused the mass death of these settlers? The explorer journeys forth into the town to investigate.

GAME DESIGN

Using the IWALS Advanced Blueprint, I added some functional AI to my levels with patrol routes and NavMesh interactions.

Patrol Routes

NavMesh Calculation

Interactable Moving Objects

COURTYARD - PLAYTHROUGH
 

SUMMARY

The operator finds themselves in a courtyard guarded by the elite guard of a dictator. They must use their surroundings to their advantage if they want to outsmart their formations.

POST-MORTEM

I found this project to be fun. I liked learning abut how I can use basic game design to inform and enhance my design decisions. Just adding an AI with some form of reaction to the player and the environment lets me know if my level is easy to navigate and if it's fun to explore their options.

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I would have loved to add some more interactions with the level such as unlockable doors or triggered events but I wasn't able to get to that. I'm hoping to carry what I've learned into my next assignment.

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©2022 by Shane Thompson.

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