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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

  • ​Level Design

  • Blueprint Scripting

  • Lightning & Atmosphere

  • Story & Narrative

  • Documentation & Workflow

  • Gameplay Functionality Implementation

  • 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.

Bunker Entrance (7).jpg

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

Long Term Goal.jpg

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.

Note!

Some content has been taken from assets via Unreal Marketplace.
Some of which are heavily manipulated by myself in order to fit the design.

Engdahl Design

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