Posts

This week at FIEA

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  This week I continued to work on my Survival horror level block out.  Development process  I worked on continuing to set dress and block out my level. I continued to use the blueprint I made to quickly make walls to speed up the process. Along with that I started making fixes to my level where players were able to bypass certain areas and encounters. I also have started diving more into iteration of a couple of my rooms as some of them feel the same or lack purpose/ function making them feel the same and a bit hard to read at times. I used the UE5 modeling tool to create new props for repurposing said rooms to fit better and have more of a function and role in their respected areas rather than feeling just like a hallway.  Challenges and solutions  One challenge I faced was was I mentioned above where some of my rooms  feel the same or lack purpose/ function making them feel the same and a bit hard to read at times. To solve this I went back to the old re...

This Week at FIEA

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  Concept and planning    Nothing new in the concept part from what I have explained in last weeks post.  Development process This week I focused on implementing all of my mechanics, set dressing, and lighting for my work in progress check. I also worked on creating my boss which acts like a boss from resident evil series where there are eyes on it that you have to pop in order to kill it.  Challenges and solutions  No challenges for this week. 

This week at fiea

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Concept and planning    Nothing new in the concept part from what I have explained in last weeks post.  Development process For my development process this week I continued working on my block out and adding in enemies and mechanics at a base simple level to be able to get a feel and play through what I have right now. I use blueprints, and UE modeling tool to create what I have so far.     Challenges and solutions  No challenges for this week. 

This week at FIEA

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  This week I continued working on my survival horror level design project.  Concept and planning    Nothing new in the concept part from what I have explained in last weeks post.  In terms of planning I have adjusted and mapped out my week by week progress and goals to stay on track with my goal by next week to have my full base block out done. Between Feb 13th-19th I plan to start working on testing, iteration, final implementations, lighting, and trigger events. Then from Feb 19th- March 5th I plan to continue working on iteration, any remaining lighting or trigger events, and refining lighting. Development process For my development process this week I continued working on my block out and adding in enemies and mechanics at a base simple level to be able to get a feel and play through what I have right now. I use blueprints, and UE modeling tool to create what I have so far.   Challenges and solutions  One challenge I am facing is the length (...

This week at FIEA

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  This week I continued working on my survival horror level design project.  Concept and planning   I did the bulk of my concepting and planning for how I want to approach creating this level last week. For this week I focused on creating my last bit of mechanics and then moving to getting a base block out of my level. This base blockout would act as a first pass by creating the skeleton of the whole level.  Development process For this week I finished up my last bit of scripting which was a easy one as I knocked out all the longer ones last week. With that I finished setting up my tram system the player will use to move through the level. I then moved on to creating the base block out of my level!  My goal was to get somewhere between 1/3 to a little over 1/3 of my level blocked out at a base level by the end of this week. I am currently on track to achieve this goal. The tools I am using is UE5 blueprints to put in measurements (in meters) into a cube to quick...

This week at FIEA

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 This week I started my next major Level Design project where I am making a survival horror level.  Concept and planning For my concept and planning phase I started with making a LDD and a map going over what the level will be. My level has you as a test subject on the space station known as Lazarus station. You awake from cryo sleep to find the station in ruins and the experiments having taken over. You must fight to survive to make it off the station.  | For planning I have so far made my 2d map,ldd, and metrics gym along with some of the first of my own mechanics.  Development process Below is my 2d map where you can see the flow of the level. In the map you can see where the player starts, enemy encounters, puzzles, weapon pick ups, and the boss fight. I have also made my metrics gym testing the guns, combat, measurements, doors, and puzzles.  The tools I used to make the map was Adobe Illustrator and for the metrics gym was UE5, cube grid, and the modeling ...

This week at FIEA

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 This week I wrapped up my last major project in my level design 1 class where I made a FPS level based in the world of Titanfall 2. At the end is a video of the final product.  Concept and Planning Not much new here for concept and planning as I went over that in my post for my LDD. However I did change my map. I remade my map to be based around a moving train that the player will hop on and off to fight through different outpost throughout a mountain range and plant bombs to destroy a IMC supply route.  Here is a top down view in editor of the final level that I am currently remaking into a better map for my portfolio.  Development process Just like all my other projects I used the Unreal Engine modeling tool and cube grid to create my block out using block mesh. I also used low poly rock assets for the mountain range to improve the mesh quality and readability of the environment this level is in.   Challenges and solutions  Some challenges I faced w...