Softwares / Unreal Development Kit
My skills
- Creating the level geometry: Mesh, textures...
- Placing assets and static meshs.
- Creating complex scripts using Kismet: events, scripted objectives...
- Creating cinematics with Matinee.
Task: Level Design: Sp_Escape
03.08.2009Softwares: Unreal Development Kit
Level design
My work begins with the bomb pick up. This sequence offers a true challengeto the player. It asks for a good rhythm.
Situation
A bomb is placed in a particular ennemie's back: the boomer. Shoot him directly trigger the bomb crack. The boomer particularity is to shoot a lethal bullet every 5 seconds. He is behind a little group of weak ennemies and some blocks usable as covers.
Solution
The only solution for the player is to fight the weak ennemies and focus on being covered when the boomer shoots (every 5 seconds), then be close enough to pick up his bomb, and finally kill him.
Situation
Once the bomb is picked up, Marcus must cross a room digged in the rocksin wich emergence holes appear (holes where weak ennemies comes out endlessly).
Solution
The aim is to block them by shooting the flacky rocks on the ceiling. The challenge consists in forcing the player to share his shooting time between ennemies and rocks.
Marcus is now close to the bomb planting point. My work stops here.
Level building
Once the level design ready, I worked on dressing up the rooms. I had to replace the bsp (géometries) by static meshes (3D models): rocks, cross beams, etc.
Kismet
This part of level design needed a lot of scripting:
- attaching the bomb in the boomer back
- allowing Marcus to pick it up by pressing the validate button and place it in his back.
- planting it elsewhere
- getting the emergence holes spawning ennemies
- handling the rocks used to block the holes...
Summary
The game sequence I worked on contains some challenges in its Level Design: handling the time for the player, forcing him to avoid a lethal shot every five seconds, and handling the shooting time between ennemies and obstacles to reduce in a pile of debris. More in the article.
Work: I created the level design on these challenges, dressed up some rooms and scripted events using the Kismet.