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AI-Appliance Defiance

Unreal Engine 5

Map Layouts:

To kick off the first week of development the other designers started mapping out the spaceship level. I was given the task of researching and developing a suitable map for our game. To begin this task I started to study and gather references that suited the idea of the map. Overall it was quite difficult to find references as I kept on receiving images that were difficult to use as references. To help me complete this task I built/created the map layout using dungeon scrawl. At the end of the project many aspects of my level were implemented due to the well thought out locations of each of the rooms.

Enemy Locations:

The second task I was assigned was to create a diagram showing all the enemy locations and concentrated areas using the final level design diagram. The objective of this task was to place the enemies in the correct places while still keeping the correct flow of gameplay. As you can see from my diagram I have focused on placing more enemies in objective locations while keeping other parts of the map less saturated in terms of enemy interaction with the player. The diagram also shows that I have colour-coded certain areas depending on the intensity of player combat.

Week 1 - enemy Locations.png

Pickup Locations:

For the second week I was given the task of creating the pickup locations for the weapons, starting/end locations and key objective locations. I have key coded certain important points on the diagram. This was the first iteration. To help establish the best possible locations for certain items I also used my enemy placement diagram to ensure the flow of gameplay wouldn't be affected.

Blockout of Level:

Based on the assets in the engine I created a grey box of the living quarters and kitchen. I had to consider the size of the assets by testing the level and playing it.  If the assets for these rooms were not completed I used BSPs as placeholders to understand the size of the assets. If the area required additional assets I requested them in the assets spreadsheet in Teams. To help me complete this I used both the asset Excel spreadsheet and the references on Miro.  At the end of the blockout, I was requested to make the room more spacious which I did.

Enemy Locations

(UPDATED)

After creating the first iteration of enemy placements, I then needed to create a finalised enemy placement diagram for the level. Using the level diagrams and playing through the blocked-out version of the level I needed to consider the size of the rooms and where the action should take place. After receiving the most up-to-date map I was given the task of placing all of the enemies in the most appropriate locations. Similar to my task in week 1, I now had to determine enemy placement according to each enemy's abilities.

Weapon UI Design:

In week 4 I was given the task of creating the UI assets for the weapons. To help me achieve the final result I used simple references from Google and Photoshop to outline the base. After completing the first stage I did have to change the AR icon to the in-game gun to make it more relevant. I was also following the artwork of icons created by the design team. The weapons I created were a pistol, shotgun and the assault rifle.

Hazard Mechanics Design:

In week 5 I created diagrams representing the effects and locations of the in-game hazards. On reviewing the enemy placements, I realised that I had an over-concentration of enemy placements. I wanted the player to have fun and experience action, but not to the point where it was too difficult for the player to progress. There are a total of six hazards that all affect the player differently. They are exploding barrels, steam hazards, electric hazards, firepits, heated floor panels and poisonous mist.

 I'd love to hear from you

lewistneil@gmail.com | +44 7944 686088

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