SNOWPIERCER SINGLEPLAYER EXPERIENCE
EXPERIENCE A SINGLEPLAYER DRIVEN LEVEL ABOARD A MOVING TRAIN WITH INTENSE COMBAT AND STEALTH EXPERIENCES
PROJECT OVERVIEW
DESCRIPTION
Experience a level on a moving train, while engaging in combat trying to seize the cockpit of the train.
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The project is heavily inspired by the movie and tv-series "Snowpiercer".
SPECIFICATIONS
Time Dedicated: 3 Weeks
Game Engine: Unreal Engine 4
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​Level Design
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Blueprint Scripting
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Lightning & Atmosphere
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Story & Narrative
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Documentation & Workflow
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Gameplay Functionality
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Artificial Intelligence​
LEVEL OVERVIEW
TECHNICAL DESIGN
SPLINE SYSTEM
In order to create a moving world I had to come up with a way to demonstrate a moving train and a moving landscape. The outcome was a spline system for the landscape, with functions for rotations, locations, speed & more.
BLUEPRINT SETUP
Screenshots and GIF's to demonstrate the functions in a simple manner. Click the screenshot above to a magnified view.
LEVEL DESIGN PRINCIPLES & TECHNIQUES
Funnel before reveal
Using a small, confined space before a new area, section or event is very powerful, and if used in the right way you'll achieve an "wow-moment". In my case, the player has been trapped inside smaller train cars for a while now, and I wanted to come up with a way to let the player experience something new and exciting, this was the result.
CALL TO ACTION & FORWARD MOMENTUM
Presenting an interaction of some form or action that needs to be taken in order to proceed within the game or story. Calling upon the player to do their duty! Very well combined with a one-way! In this case I wanted the player to know that in order to proceed, they would have to engage in a firefight and jump down from a vantage point.
ONE WAY
One-ways are incredibly powerful and very often used within singleplayer games, they can do alot for performance aswell.
I've used this in the project, in such a way that enables me to remove the previous sections and content of the level. Providing better performance and an interesting gameplay moment.
EVENT HORIZON
'Are you sure that you want to proceed?' - a question that is often displayed in games. A way to demonstrate this furthur to the player is to let the level design itself speak up in ways that portray the situation as irreversible if the next step is taken.
CLOSING THOUGHTS
This project was very educational for me since it was more game design focused.
The technical aspects of the project gave me alot more understanding of how to conceptually use game design to furthurmore develop and iterate the design.