November 9, 2012Comments are off for this post.

Single Player: Sand and Dust

Level Overview:

Game Engine: UDK

Sand and Dust is a 7.5 - 12 minutes vertical slice of a single player experience that includes two machinima scenes, one for the intro and one for the ending of the level. The experience consists of 5 goals with around 2 – 4 conflicts for each goal. The map also includes two paths at one point in the game in which the player is required to make a decision and solve a puzzle element.

Design Notes:
Sand and Dust is a Single-Player Map that features two very different environments, presenting a vast and warm desert and an old Maya Temple, full of nature. As the player walks through the desert, he needs to find a torch to guide him into the dark tunnels, revealing that there is another secret passage to the Maya Temple. During his way, the player will need to solve puzzles, changing obstacles and fighting against enemies, to finally be able to find the Old Relic.

Goals:

  1. Find the Torch Light;
  2.  Traverse the Dark Tunnels;
  3. Activate the water levers;
  4. Solve the Maya Puzzle;
  5. Take the Old Relic.

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November 9, 2012Comments are off for this post.

DeathMatch: Dust Storm

Level Overview:

Game Engine: UDK

Dust Storm is a DeathMatch Level that focuses on prop dressing a level whilst maintaining the level designer perspective. As one of the VFS assignments, the goal with this Level was to take the fundamentals of Environmental Level Design and use it to adhere to the map gameplay that has been set out, as well decorating it with 3D Art Assets of UDK.

Design Notes:
For this project we received a whitebox / template of a DeathMatch Level, and it was required for us to Prop Dress the level from start to finish, according to the principals and guidelines of a DeathMatch Arena, maintaining the core gameplay of it in the map.

Dust Storm was a project to practice the new techniques of Terrain in UDK that we've being studying during the time at VFS. It was a try to create a Desert Terrain and to test the warm weather and strong lighting. My biggest references was the game Uncharted 3: Drake's Deception, trying to capture some of the light aspects of that game.

For this project we were evaluated in the following areas: Visual appeal, Gameplay Integrity, Landmarks, Theme, Continuity, Lighting, History, Contrast, Believability and Level of Detail. The instructors asked us to try to create the most believable background for the level, complementing and developing a story and a good theme.

The main highlight of this level is the large central tower in which the player can get the rocket launcher by traversing into the access points on the side of the tower, or cross through it by using the jump pad at both  ends, and landing on the opposite side. So all the gameplay had to be focused around this main gameplay aspect.

Screenshots:

Video:

November 9, 2012Comments are off for this post.

Mission Design: The Factory

Level Overview:

Game Engine: UDK

The Factory is a Single Player Level divided into several Acts in which each member of our work team were supposed to cover one of the 3 storytelling acts (Act 01: Intro, Act 02: Confrontation and Act 03: Resolution). Each one of the Acts were done individually, but the whole Level had to make sense and complement itself, following the same genre, story and visual theme.

I was responsible for Act 2: Confrontation, a 5 to 6 minute gameplay experience . To do so, the player would be presented with a new type of Enemy AI for the first time, as well as some kind of reward that could give an extra weapon to him, or something that could influence the gameplay. Each Act had at least 3 main objectives, followed by 3-5 different enemies (Near, Far, Heavy, Minion) and 1-3 different enemy groupings using the enemy types that we created.

Design Notes:

As Level Concept, The Factory had the follow:

“In the future robots have become a part of everyday life. As we continued our inexorable advance with technology in the 21st century, we unlocked the desired milestone of Artificial Intelligence. Robots now work alongside their human counterparts, shackled by the Three Laws of Robotics. If a robot was ever not constrained by these laws, it is unknown what would happen… until today.

At a remote robot factory, a rouge AI appears to have been created. Its origin is unknown, but the military contract this company which has led the police to suspect clandestine research. All that is known now is that robots have taken over the facility and obey a different set of laws. Because of the potential danger to humans, a robot officer has been sent in to uncover and stop this AI before it can grow any stronger.

We begin outside the facility and must find a way inside and down to the heart of the facility.”

In the Act 02 of “The Factory”, the level will introduce the Second Base Area (B2) of the Old Robot Factory. The player needs to find a way to turn ON the factory system again – by finding the battery and plugging it into the core – to be able to access the elevator to the third base floor. Along his way the player will need to protect himself against two new Enemy AI that will be activated right after the energy gets back. One enemy is in patrol mode and the other one hangs from the ceiling. By restoring the energy and acquiring the new Time Weapon, the player can cross the laser corridor and finally access the elevator. By accessing the new elevator, the Act 02 ends.

Estimated Difficulty: 7/10
Estimated Gameplay Duration: 5-6 minutes

Goals:

  1. Find the battery;
  2.  Plug-in the battery in the core;
  3. Access the elevator.


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