This week at FIEA

 


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 quickly block out walls and floors while remaining precise. I also used the UE5 modeling tool and sequencer. The modeling tool I am mainly using as I get into filling in props in each room which I have currently started doing. I also brought in my 2D map so I can build my level off it as I put it on a 2D plane. 















Challenges and solutions 

I havent exactly faced any challenges yet but I have ran into areas I have noted that may need to be adjusted along with already adjusting some areas. Some hallways or rooms (when building off my map) felt a bit to tight or too big, for the really jarring ones I adjusted while there are some I have noted but want to see how it feels once the space is filled in. 

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