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Showing posts from January, 2026

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 ...