POST APOCALYPTIC SURVIVAL EXPERIENCE
A short post-apocalyptic adventure dropping the player into hostile territories
PROJECT OVERVIEW
DESCRIPTION
An open world experience with a fully set dressed world including gameplay, level streaming for performance and key level design philosophies
The project is fully designed for a switch between third person and first person perspective.
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 Implementation
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Artificial Intelligence Implementation
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BLOCKOUT BEFORE AND AFTER
GIF's to give you a perspective of my workflow and blockout process.


LEVEL OVERVIEW & Breakdown
Refined gameplay & world illustration.
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Areas of interest

CITY JOURNEY

Village Journey
References & Inspiration
DayZ, Miscreated, The Last of Us, The Walking Dead.
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LEVEL DESIGN principles & TECHNIQUES
ESTABLISHING SHOT

When presenting new areas to a player, it's a good practice to do so via establishing shots, which can be combined really well with a vantage point.
CHECKOV'S GUN

Something that will be of significant importance down the line, perhaps for a big fight?
In this instance the rocket launcher provides an imaginative solution
PROBLEM SOLVING

When a player is offered a problem to be solved.
Forcing the player to look around for the solution
DATUMS, LANDMARKS

Anchoring the world to a datum, which for this example is a river, running across the world, creating connections.
TECHNICAL WORK
LEVEL STREAMING

Working with a large open world or level, performance is very vital for a smooth experience.
One solution for this, is level streaming. By setting up the rendering of different sections of the open world
SAFEZONE ENVIRONMENT


Introducing a safezone or a hub can be challenging. A readable way to configure this is via colors.
Therefor I scripted a feature, so that when the player enters a certain area, it alters the post processing effects
LEVEL SEQUENCER

Adding life to the ideas. You can easily do so by using a level sequencer, in order to provide more interesting experiences
CLOSING THOUGHTS
This concept had a production time of six weeks. After a heavy iteration, almost halfway through the timeline. This was the end result.
Having little time left taught me much, especially that 'killing your darlings' can be a powerful thing.








