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Game Content Design

12 weeks of level design: 1 multiplayer level, 1 set of puzzle levels and 1 singleplayer level

2016
Unreal Engine 4
PC
Solo & Team Project

Multiplayer Level Task

In groups of two, using what we had learned from the start of this module, we were given a few weeks to concept, design and produce a level for a first-person shooter in Unreal Engine 4. For this, we were to begin by producing concepts for our levels before initially whiteboxing so that initial playtesting could be done as soon as possible. Throughout the development of the level, we were expected to iterate and playtest the level regularly until we reached the final version via this iterative design process.

Drawing inspiration from maps in other first-person shooters - particularly open outdoor maps from Halo 3 - we were particularly keen on developing a spacious outdoors level. We began by producing a few rough sketches and floorplans before taking them into Unreal Engine 4 to start whiteboxing the spaces out. From there, given that we could determine scale and positioning more easily by being able to jump straight into the level, we were able to amend the original designs rather quickly. This process was repeated throughout, allowing us to easily make changes and play until we were pleased with the result. We were given a select palette of assets to work with so by using these, we initially began replacing the large placeholder objects with objects that would be appropriately fitting for the level. Since the range of assets was fairly limited, we had to experiment and come up with interesting ways in which we could combine or disguise objects to fit with our level. From here onwards, we continued to populate the space, test and make changes until we reached the specified deadline. In addition to all of this, we were also allowed to utilise Unreal Engine 4's Blueprints as a means of expanding the game or level further. For this, given the size and openness of our level, we decided to produce jumppads which would allow players to be launched across the map in a quick and short space of time. As such, we had to strongly take into consideration how this would affect the overall level and its objects as we had to ensure that the jumppads were not exploitable.

The process and development of this level is shown throughout the various screenshots below:

Multiplayer Level Screenshots

Puzzle Levels Task

For this task, we were to produce a series of levels for a Sokoban-style game with a focus on level sequencing. For this, we produced 15 levels with a focus on introducing the main mechanics of two different characters and their abilities before combining them for more challenging and interesting levels. Similar to the previous task, this required a lot of back and forth with designing, producing and testing the levels before determining which levels were appropriate for the overall set of 15. Overall, this task was particularly interesting as we learned how important (and difficult) it can be to introduce mechanics and puzzles steadily whilst gradually increasing the difficulty of the game to provide a challenge that most players are capable of. 

Since we used an online tool to produce the levels, the levels are available to be played here!

Singleplayer Level Task

For this, we were to produce an introductory level for a hypothetical first-person shooter game set in our imagining of the East End of Glasgow in the year 2025. We were provided with the context of the overall game, theme and style it was aiming for and we had to take these into consideration when designing and producing the level. Overall, the game was intended to be a cover-based shooter with a focus on stealth. For this level, we were instructed to introduce the walking, running and jumping mechanics of the game whilst taking into consideration the context of the game. The level would begin with the player being kidnapped and locked up in a van before an explosion goes off, causing the player to black out and wake up shortly after the incident. Our task was to produce a level that would continue directly after this event.

Similar to the multiplayer level, we went through and heavy process of sketching and planning before gradually whiteboxing the level; marking out the various areas of importance for the goals we had to meet. We began by producing a whitebox version of the level which would steadily introduce the basic movement mechanics of the game. We were expected to make significant use of Blueprints and scripted events to further enhance the level. We initially utilised Blueprints as a means of direct player communication by creating a system which would display 3D text in the world which would provide various messages, hints and instructions to the player when triggered. Given the short amount of time we had to produce this level, we opted for this direct approach as we felt it quickly added a bit of style to the level and game rather than directly displaying information on the HUD. Since we wanted to maintain the pacing of the game, this system allowed us to display text very closely to where the intended action was required - the intention being that players would understand what to do more clearly and quickly. Afterwards, once the goals were met and the level could be played from start to finish, we began to replace the whitebox assets whilst making iterative changes to the level to improve it.

Unlike the multiplayer level, we were given the freedom to gather and use assets of our choosing which was particularly helpful given the type of environment and world we had to create. We gathered a mix of assets online and amended them where required in order to fit in with the environment. Additionally, we were able to make use of Blueprints as a means of producing assets that we could not find suitable models for. By making use of primitive shapes and materials, we were able to create a range of different assets that would help populate the world and locations. In order to make the world feel more alive and responsive to the player, we made use of Blueprints for scripted events that would occur depending on the player's location and timing. Since we were expected to create a feeling of unease in the player, we decided to make use of the police who would gradually stalk the player following the incident at the start of the level. The idea was to not make it immediately apparent that the police was after the player therefore we made use of triggers to regularly have a police car pass the player from a distance but within their line of sight. Afterwards, when the player reaches the latter areas of the level, it would be more direct to the player that the police are after them, leading to a - hopefully - intense scene where the player would have to run and hide to evade the police. To convey this more effectively, we would have to make use of lighting and audio, giving us a feel and understanding of the multi-disciplinary nature of level design.

Embedded below is a video of an entire playthrough of the level and below it, screenshots of the level at various stages of development are provided.

Singleplayer Level Video

The video below contains a short playthrough of our singleplayer level submission:

Singleplayer Level Screenshots

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