INTRODUCTION
Level layout for a fantasy, action RPG shooter. This was done as a 1 month personal project where I aimed to create a level that would be memorable for players, unveiling different abilities and engaging them in a captivating story while learning UEFN.
PROJECT DETAILS
- Developed in 5 weeks
- UEFN(Unreal Engine For Fortnite)
- Action RPG
- 3rd Person
- Linear
- Shooter
- Platformer
PRE-PRODUCTION
REFERENCES
I gathered references for landmarks, the environment, rooms, traps. These worked as not only reference material but also as a source of inspiration. I used PureRef to compile all the various references and create a one-pager to showcase a solid foundation to build upon.
Description
The core has attacked and it is our job to stop them.
Points of Interest
- House - Starting Area
- Passageway - Entry Area
- The Gardens
- The Labyrinth
- The Swamp
- The House
PRODUCTION
UNDERSTANDING METRICS
To get the metrics perfect, I started by building a gym using the default unreal shapes. Using the default Unreal mannequin, I made markers and scattered them over the gym.
After the metrics were perfected, a rough 3D mock-up was created of the entire level from start to finish.
COMBAT SPACES
The game is a shoot fest and encourages players to not just shoot but also use traps to their benefit. Fully combat spaces are set up to trap players and encourage them to fight their way out. There are multiple weapons to encourage players to diversify their gameplay.
DIFFERENT POINT OF INTERESTS
The map is filled with hidden areas and vantage points that can only be reached after avoiding traps and a little bit of platforming. These areas award players with powerups at the end.
FEEDBACK SESSION
After completing the first alpha of the entire level, the level was sent to people for feedback on how the level felt. This included notes on platforming feel, the narrative and the combat.
LAYOUT OVERVIEW
The layout is linear with some secret points explored by destroying barriers. The points of interest have exploration beats where the player is rewarded with loot or story segments that help expand information for the player and his adventure. All of these areas end with a boss fight,
INTENSITY CHART
COMBAT PACING
CLOSING THOUGHTS
This was the first project I made on UEFN. It was a 5 week project which I started as a showcase for blocktober and then developed it further. This project taught me a lot from the layout of the software, to custom materials as well as getting familiar with the devices available in the game. If I had more time, I would work more on the dialogues and the overall narrative of the game.
Thankyou for reading.