This week at FIEA
This week we started our last big project for my level design 1 class which is creating our own FPS level that would fit in an existing game. For this project I decided to make a FPS level that would be in Titanfall 2.
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. The level I am creating has Jack Cooper tasked with the objective to reach an IMC arms and supply train route in a canyon he is tasked with destroying to prevent the IMC from continuing to receive supplies. Cooper will traverse down the canyon and board the train where he will have to keep moving off and on the train planting bombs around the canyon in the overhanging IMC check point platforms.
Planning this so far I have started with the 2d map.
Development process
We have just started this project with that I so far have only made the 2d map and started on the metrics gym.
Below is my 2d map where you can see the flow of the level. In this map you can see the walls Cooper can run on, grapple points, enemies, bomb plant points, and where the player will hop on and off the train
For the tools I used was illustrator to make the map. When I start blocking it out I will be using Unreal Engines modeling tool and cube grid to create the level and environment.
Challenges and solutions
One challenge I faced was coming up with a new idea for a level in Titanfall 2. It is easy to fall into a trap of creating a level they already have or something similar. With that I broke down some of the best levels and asked what makes this level so good. Once I figured that out I was able to take the basic aspects that made it so good and use it in a different way such as instead of a moving platform manufacturing area I have a moving train. This is a good example as the factory level from Titanfall 2 was so good because of one of its aspects having the player constantly moving on and off the conveyor belt.
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