Action Design Project

On their quest to rid the world of a mechanical centipede the player finds themselves on the back of a motorcycle with a bazooka. Take down the centipede before it destroys the city.

  • Developed over 6 weeks half time

  • Developed in Unreal Engine 4

  • Inspired by Uncharted & A way out

About my level

Summary

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Introducing End Goal

The robot draws attention from the player, so I visually blocked it off to redirect player focus toward the city. 

Introducing the robot.

I introduce the robot with a Call To Action.
Throwing the player straight into the middle of the action.

The Finale

I wanted to have Player Agency when destroying the robot. In the end the player is the one to pull the trigger.

The Challenge

My goal with this experience was to seamlessly combine my love for designing levels and scripting. I wanted to create an open ended level in a setting where levels historically have been too linear.

I settled on creating a
small level where I could push my scripts to their limits.

I chose not to go beyond whitebox, in order to keep a strong focus on level design - not environmental art.

 

Creating the robot

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Step 1

Calculate distance
to intersection point

Calculating rotations for legs

To calculate in which direction the different parts should rotate I used a formula that finds the intersection point of two circles.

These circles are created using the length of the different parts of the leg as a radius.

Placing the robot

I wanted a tool that was intuitive, quick and easy to manipulate at any point in development.

I settled on having the body section follow a spline. To tell the legs where to place their feet i placed down actors that
automatically connects to a body section.

 

The legs have a simple script that tells them when to move on to the next point.



 

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Player Agency

I wanted to create a level where the player could tackle the robot in different ways

In order to create multiple paths without using up too many resources I used the hourglass technique where you switch between large open areas and tighter corridors.

 

Key moments

In my level I have three key moments that I want every player to experience the same way. To make sure that happens 

The hourglass technique lets me make sure every player experiences the same key moments in the level without sacrifising player choice.

Redirecting player focus

Having a large robot centipede draws lots of attention from the player. If the player is constantly looking at the same things they are at risk to suffer from visual fatigue.

To combat visual fatigue I wanted to get the player to look away from the worm during certain sections of the level.

Denial and reward

I found that the easiest way to combat visual fatigue is to deny vision of the robot altogether. Just as I can deny the player, I can reward them by revealing the robot from a new perspective.
 

Switching focal points

Throughout the first half of the level the players goal and focus has been on taking down the robot.

At the halfway mark I
switch the players focus towards the city, rather than the robot. Now the player has to get to the city before the robot does so.


 

Closing thoughts

This project started as a much bigger level and I chose to focus on just the final chase. Im really glad that I made the decision to do so as it let me focus on the part of the level I loved the most.

I feel like this project
represents the kind of levels I'd like to work on in the future, non stop action and memorable sequences!