These past 2 weeks we've had a mock design assignment! Similar to doing a real design test for an interview process in the industry, we weren't supposed to add this piece to our portfolio. So it's almost like signing an NDA, and I don't think I can post screenshots here, but I figured I could at least add my thoughts about the goods and bads from the test. Overview This test was an interesting challenge for me, as I had to focus purely on the composition of the level, and wasn’t able to rely on Blueprints as much to fill in gaps. It really made me pay attention to how each combat area, and connecting routes, were mapped out. Things Working Well · Definitely feel like I’ve improved with focusing on elevation, and utilizing changes in the landscape to make the player feel they are in a more natural area. · I also felt good about my ability with certain proxy lightings, and capturing the mood I’m going for. Things That Could ...
So in this last post for my Solo LD project I'll just be giving a quick overview of all the rooms and flow of the level! I've got the step by step below, but have a video walkthrough as well: https://youtu.be/AY_stzLl7w0 1. The player starts at the site of grace, and walks in towards the boss door. 2. The player then progresses into the tomb. They can then continue into the Grand Gallery (which is a dead-end), or take the stairs into the Common Tombs. 3. The player continues through the common tombs to the Spiked Ceiling Trap room, where the correct path lies underneath the floor. 4. The player will then continue under the spiked trap to the First lever where the Sand Trap is. 5. They fall through the trap, and must go through the spiked platform challenge room, to get to the lever on the other s...
As stated in my proposal I was to have a full initial blockout by this 2nd Checkpoint. As I predicted in my last post, I've spent a lot of time polishing my BPs to make sure they're fully functional and polished. I even added in a puzzle-esque platforming challenge that requires you to use levers to move platforms around! I was also able to also make the enemy spawner BP akin to an actual souls-like game! So every time you die, the enemies spawn right back where they were. Naturally I had to test the combat for this, and am still working out the kinks on the HP & amount of the enemies. I was able to use Unreal's modeling tools to make a couple of Egyptian hieroglyphs! I definitely feel more comfortable using those tools, and am extremely happy with how they turned out: As a couple of extra addons, I was able to make a hidden wall BP, and was also able to make a 'fog' BP that appears when you pass into the boss arena that locks you in, and keeps other enemies ou...
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