December 10th - Final Update


This is the final update for my project I have been working on in my Game Design I class. This is a full level that encompasses interior and exterior design through use of landscaping and foliage tools. It also includes a basic patrolling NPC AI, and some small additions to the player character through Blueprint, which are a sprint, slow walk/zoom, a double jump, and a drop shadow. Also, can't forget the added Niagara particles and post processing effects for that extra polish. I used Niagara particles to make clouds come up behind the player when they run. I also used post processing effects to give the bunker a dark, intense feeling, and then hit the player with some camera bloom when they finally exit and see the light. 

There is a loose story told  here, though it is very basic and serves mostly as a simple guiding line for the player. In the bunker, the environment implies that the player has been captured. There is a note left by someone saying that their captor resides in a tower across the river. Upon exiting the bunker, the tower is immediately visible, but there is no clear way to cross the river. The nearest point of interest is a small building with a person roaming around it. Assuming the player is drawn here, a book inside the building will tell the player they can sprint with shift. The NPC will tell them that there is a bridge next to another tower, which is clearly visible from that point. Once at the bridge, the main point of interest is clearly visible across the water, and the player simply needs to travel and meet their captor at the tower. 

I learned a lot about Blueprint, Niagara, and the workings of Unreal in general whilst making this project. I'm excited to continue to apply my knowledge and keep learning more as well. 

Get Game Design I Unreal Project

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