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Game Level Designs

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About the Project

This was a semester-long assignment where I learnt about level designing during my semester 3 of degree. For these projects, I had to do 3 different levels, each respectively being called Level 1, Level 2, and Level 3.

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Game Engine

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Design Process

Level 1: FleeFacility
Concepting
For Level 1, the whole class suggested a bunch of themes for a game. After that, we were then told to choose 1-3 themes for our Level 1 game. However, before we started with this project, we first had to come up with 3 ideas for Level 1, then settle on 1 idea after we had proposed all 3 to our lecturer.
Once that was done, I settled on one of my ideas, which was of course "FleeFacility". The naming reason behind this is because I treated it as a codename for my Level 1 project, as well as the overall of what the game is about since the themes I chose were Horror, Escape, Sci-fi. During the proposal, we also had to show what mechanics would be in our level, and the original mechanics were supposed to include opening doors, and mouse events for puzzles. Ultimately I decided to scrap these and settle on the following mechanics: AI Chase, AI Patrol, Interactable, Teleporter, and First Person Movement.
Pre-Production

Before we started on our level, we were told that we needed to created a SketchUp of our level first. Hence I quickly began working on the SketchUp for my Level 1. After a few revisions and feedback from the lecturer, this was the final outcome.

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Production

With my SketchUp now finished, I could get started on my project.

I firstly worked on the AI as that is the hardest mechanic to add into the game. I followed the latest Unreal Engine document for how to program an AI to patrol and chase players, but there were a few issues as for some reason the AI did not seem to work. After scouring the forums and finding all sort of solutions to fix my AI, I eventually found a post that showed how to fix the issue as apparently the Unreal Engine document was outdated.

After 8 hours, I had my AI mechanic implemented and immediately after that, I started to work on the other mechanics for my Level 1.

Working on the first person movement, I designed it specifically so that you can only look left and right. This may seem a bit unusual at the start but from feedback, players eventually got used to this unusual design feature.

Next was the Teleporter, this mechanic itself also caused be some trouble as I had to have the teleporters be connected. It took me a couple hours in order to get it working also.

The Interactable items was another tedious task. As from what I wanted, I specifically designed it so that the player must collected a certain amount, then interact with another item to "open" a sealed door.

This took me awhile to figure out too before I finally figured out how to achieve that.

As for level design, everything was place holder blocks, albeit except for the center of the map where based on feedback from my lecturer, I wrapped around a decal to show that that area was the Weenie of the map to ensure player's don't get lost in the facility. 

Level 2: SupriseBirthdayInCloset
Concepting
For Level 2, we had to do a mise-en-scène, that means we needed to add visuals to the level. We had too add texture, story and context for the level. Before we started this, the whole class gave a bunch of random times, locations, and events before our lecturer eventually simplified them. Unlike for Level 1, we could not choose the mise-en-scène and instead it was randomly assigned to us. I was given the time of "future", the location of "closet", and the event of "celebration" for my mise-en-scène. And to further add on, we would be using somebody else's Level 1 to add this mise-en-scène into. Our lecturer chose a few people's Level 1 build and assigned it randomly to people. Thankfully, I was given my friend's Level 1, allowing for an easy communication. Unfortunately, his level was a parkour based level and I had to brainstorm how was I supposed to put my mise-en-scène into his level.
Pre-Production

After brainstorming for awhile, I eventually settled on the idea that the level took place in a literal "closet" that is set in a "future" where you live in a closet along with your friend, and you have to run through a parkour to "celebrate" your friend's birthday. And as per with the level name, I again treated it as a codename for the level. Utilizing these 3 themes, I began my SketchUp. Initially, I designed my level where players would live in the closet vertically, defying gravity. I didn't think much of it as first as my design intent was literally a "why not" and nothing more as I thought it would be interesting and fun. I was told off by lecturer that by designs should be a "why not" and that every design choice needs a reason. Hence I reworked my SketchUp based on his feedback. This is the final look.

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Outside of Level 2

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Layout of Level 2 (removal of the closet doors)

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Production

This part was really simple, all I had to do which just build a closet around the level, add some hanging clothes, and then add texture to the level itself.

I made sure the texture of the closet was wood, but for the clothes I left it as it is as placeholders.

I then got to work on the main level itself whereby I really emphasized the future theme here by utilizing the techy textures from the starter content. However, I made the mistake of making some platforms out of wood as my design intent was to show that these people living in the closet aren't rich enough to make everything techy, so they had scrapped up wooden planks to serve as walkable platforms. However my lecturer didn't like this and hence I went full futuristic with everything.

While designing the level, I had the issue of lighting. To resolve this, I made the player the light source itself, ensuring that the player can see the obstacles that they approach.

As mentioned above my original design was to have the level my vertical, now resuming on a horizontal level, I added a bit of lighting on top of the closet so that when the player look up, they can see the clothes hanging. This was also where I had to add a door to my closet as originally the vertical build allowed be to cheat my way by not having the door whereas here I needed to in order to properly showcase that it is a closet.

Level 3: Flee the School
Concepting
For Level 3, we had to combine whatever we have for both Level 1 and Level 2 to make our Level 3. Except this time, we were grouped with other people randomly. My group comprised of 5 people hence, our game had to consist of 5 different level, 1 level per person. Like before, the class would again suggest themes, then we would have to choose 1-3 themes for our game. My group decided to settle on Horror, Escape, School as the themes. This made things relatively easy for me as it was pretty much similar to my Level 1, albeit now it takes place in a school rather than a sci-fi facility.
Pre-Production
During this phase, we all got together to discuss how should we go about doing our game and how we should design it. After much brainstorming, we were able to delegate our tasks on who should do what level. The game had 5 levels, each level represented a part of the school. Level 1 would be the school toilet, level 2 would be the classrooms, level 3 would be the canteen, level 4 would be the library, and level 5 would be the hall. I was tasked to do the library. We all also agreed to add somewhat of a dark atmosphere to our levels to add on to the horror aspect of our game. In terms of mechanics, we settle to have players look for keys to unlock the next level, as well as avoid getting caught by AI. All these mechanics were what I've done for my Level 1, allowing me to repurpose them and share them with my group. Unlike the previous 2 levels, we were not required to do a SketchUp. So to save me some time, I did not do a SketchUp and went straight into building my game.
Production
Because I didn't have a SketchUp, I didn't have a set layout to follow and just trusted my gut on building the library. Within our group, we also shared free assets to use to add mise-en-scène to the level. I also found some myself as I needed specific assets for the library such as bookshelves, books, computers, chairs and tables. I even added a lectern in the center of the map to yet again show that it is a Weenie.
Lighting was a bit difficult for me as I had to somehow incorporate a dark environment while also allowing players to see where they are going in the maze.
Eventually once I finished adding all the mise-en-scènes, I proceeded to copy over my mechanics from Level 1, and reskin them to fit this project.
During this phase, I also assisted one of my group members who reached out to me about my AI as she had issues with it. After struggling to fix the issue and to not waste time, I shared her my Level 1 build and asked her to build her level there. It was a way to fix it as we didn't have much time left until we needed to present our work to people from the industry.
Below here is my level layout in Unreal Engine 4.
 
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Feedback from the industry people for our Level 3 project were relatively positive with notes saying it was cohesive and relatively intuitive. That it was almost on par to a commercial experience. The only thing that was let down was the final level who my groupmate in charge of that level unfortunately did not reach out to anybody to fix whatever issues he was having. Nevertheless, it only required a few tweaks.
Feedback for my library level was to improve level lighting, as well as maybe add sign posts to tell players what part of the library they are in.

Game

Gameplay footage for all 3 level can be found in this Google Drive link as Wix is unable to upload anything more than 500mb of files.
GLDgam

Contacts:
Email: zac.eclipse@gmail.com

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