DEVELOPMENT INFO
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Game: Unreal Tournament 4
Genre: Sci-fi, Action, FPS
Mode: 4v4, Multiplayer CTF
Team Size: 1 Developer
Engine: Unreal Tournament 4 Editor
Development Time: 2 Months
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Map Design and Level Flow
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Mod Kit Creation
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World Building
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Lighting
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Scripting
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Weapon and Pickup Placement
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Documentation
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POSTMORTEM
POSTMORTEM
POSTMORTEM:
What went right?
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Created a mod-kit set that fit well with the overall space and theme of the level
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Allowing the player to loop through multiple spaces to keep moving and engaged
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Adding verticality made the level flow seem less linear. Flow and pathing turned out interesting and encouraged player to keep moving
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Implementation of central elevator added challenge and fun to acquire the UDamage at the center of the map
What went wrong?
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Assets on the center of the map(generators) ended up looking cartoonish since I added black outlines to the edges of the mesh.
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Some players found themselves lost as both sides of the base had identical features. As time was not enough to make my own hero piece, I used the in-game available assets of a large ship around the main battleship to act as landmarks. This helped players re-orient themselves and mentally map the level.
What have I learned?
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Importance of adding loops to keep players moving and engaged
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Adding verticality and multiple paths provide players with more interesting sightlines which make them feel less bored and more interested in moving ahead
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Depending on color and lighting is not enough to distinguish areas for the player. physical shapes and interesting spaces create a memorable experience for the play which helps them in navigation
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Learned how to use the UE4 blueprints to create custom triggered events