Sole Developer
PC
Unreal Engine 5
1
8 Weeks
Demonstrate knowledge and critical understanding of gameplay features of given genres of games, in this case the First-Person Shooter genre, and the use of key mechanics and systems in gameplay.
Develop a critical analysis of game mechanics and methods of communication between the game and the player.
Implement approaches for dealing with gameplay and quest design problems in order to create working systems.
Communicate gameplay design using game design documentation and video showcases.
Designed and iterated on a series of unique weapons each with multiple fire options to allow for a more engaging combat experience.
Followed the level design pipeline from bubble maps to block out to meshing, iterating where necessary to adapt to the changing gameplay mechanics.
Implemented a quest system which interacts with various elements of the level using interfaces, event dispatchers, and actor components, allowing for a modular design workflow.
Created a series of in game cutscenes using Unreal Engines Level Sequencer.
Created a cutscene manager that communicates with the quest system to allow for cutscenes to be managed and synergise with the gameplay in a modular way.
Designed a series of gameplay diagrams depicting the various mechanics available to the player, as well as how the enemies interact with the player.
Created a wide range of level design documentation including various iterations of bubble maps, beats and pacing maps, cascading maps, and player path diagrams.
Created a Post Mortem Video, reflecting on the design choices I made, critically evaluating the final product and what areas successfully captured my design vision and what shortcomings the project had.
Edited a gameplay trailer and a playthrough of my level to showcase the project.
Gained a much deeper understanding of how to effectively communicate and document my Design Ideas in a way that is readable while remaining consistent.
Improved my workflow of design documentation to implementation and iteration.
How to research using critical analysis to deconstruct existing games and their mechanics to better inform my design choices.
Improved my level design skills and understanding of tutorialisation and pacing within a level.
Gained valuable knowledge of the technical implementation of actor components and game managers inside of Unreal Engine.
How to implement multiplicative design choices to allow for individual gameplay elements to take on a range of uses to the player.
Explored how to give players context within a level using a range of methods, including show don't tell, cutscenes, and mission objectives.