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Estranged Series

I helped playtest Estranged: Act I and contributed to its sequel, Estranged: The Departure, which was built from the ground up in Unreal Engine 4 and released on PC and Nintendo Switch. I did some level design and 3D art (...and a few lines with my voice is in it too!)

2016
Unreal Engine 4
PC & Nintendo Switch

Estranged: The Departure

Estranged: The Departure (formerly Estranged: Act II) is the sequel to Estranged: Act I which was released for free in early 2014. Moving away from the Source Engine, Estranged: Act II was built from the ground up in Unreal Engine 4 and released on Steam in 2020. The game was later ported and released on Nintendo Switch in 2021 - which I helped do a quick bit of playtesting on!

By starting from scratch in Unreal Engine 4, a lot of time was spent trying to replicate the systems and mechanics of the previous game whilst trying to find a nice balance between tradition and innovation. The biggest change for this project was caused by the moving away from the traditional BSP approach to level design. As such, with static meshes and similar assets becoming important and essential to building levels, finding and producing assets was particularly important - yet time consuming. Some of my more significant contributions to this project were therefore in producing additional assets and level content.

Office Level Rework

One of the main sections of the game I worked on is the office level, where the player enters a recently abandoned company office and must navigate their way through. In early versions of the game, this section was particularly short and straightforward despite the opportunities presented by a building of this scale. 

With permission from the lead developer, I took some time to revamp this section almost completely, introducing new areas and puzzles to prolong this section of the game. This was primarily achieved through the use of the available modular and environment assets within the game project, alongside Blueprints for additional game functionality.

In addition to this, having noticed an absence of human presence in the game due to a lack of available assets, one of my additional aims was to fake the presence of a paranoid individual within this office section. As such, through the use of scripted sequences, using Unreal Engine 4's Sequencer, I created various moments to fake the presence of an individual and their interaction upon the world. As the player navigates through the level, they catch glimpses of the individual but is never able to physically meet or interact with them. This was created with the intention of making the player paranoid as they explore, unsure of the mysterious individual's intent.

Towards the end of this section, I suggested the idea of having the player avoid a hazard presented by the mysterious individual. The lead developer of the project implemented this dangerous obstacle through the use of rolling explosive barrels which the player would have to avoid. Upon the avoiding the barrels, the player could reach the underground vehicle entrance to escape from the office.

Office Level Video

The video below showcases the office section of the game:

Office Level Screenshots

Asset Screenshots

Below is some assets I produced for use in various levels in the game, all textured using Substance Painter and Photoshop:

Estranged: Act I

Estranged: Act I is a free first-person Half-Life 2 adventure mod that was released in early 2014. Prior to its release and from its inception (a little mod called Splooshe), I regularly playtested and provided feedback for the lead developer, Alan Edwardes. Being one of my first looks into the world of game development, following and helping out on this project was fascinating as I was able to see how much time and effort is required to produce a game from start to finish.

I contributed to this project by:

  • Playtesting many, many versions of the game and levels throughout development

  • Trying to break and exploit everything

  • Providing relevant findings and feedback to developers

  • Making a texture for a morphine box that was used in-game (first steps in game dev!)

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