ACADEMIC PROJECT - GRIMFIRE
PROJECT DETAILS
Duration: 6 Months (3 Months per Assignment)
Engine: Unreal Engine 4
Team Size: 1
Tools Used: Blockout Tools (UE4 Marketplace), 3DS Max, Photoshop, Substance Painter, ZBrush
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The project was split into two chunks where my duties were:
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Level + Game Design
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Creating the player controller and basic enemies​
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Planning the Level (Research, 2D Map)
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Blocking out and scripting events
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Applying basic textures to communicate the environment
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Art Pass + Narrative Implementation + Iterations​
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Create and texture models in 3DS Max, Substance and ZBrush​
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Plan and implement an alternative route to support a narrative-driven decision within the level
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Change some areas of the level based on feedback
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Create a NPC in the level to give the player a moral choice in the level.
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INTRODUCTION
Grimfire is a Narrative / Level Design project in which the player must retrieve an 'Artifact' and return safely without being caught. There must also be a branching narrative decision that affects the gameplay based on the decision the player makes. All assets either self-made or altered versions of UE4's starter assets.
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A gameplay video of the Blockout stage was submitted as part of the assignment.
A second gameplay video showing the 'final pass' of the game where additional changes to the level were made, narrative considerations were added and artistic assets were introduced.
PLAN AND BLOCKOUT
MAP PLANNING
Before creating the level in UE, I took the brief and tried to tick all the boxes I was given. After making some iterations I settled on a final draft, which was subject to change if the gameplay didn't flow well.
BLOCKOUT PHASE
The first pass on the level was to create the different areas with low-cost models or BSP brushes in Unreal Engine.
ART PASS AND ITERATIONS
NARRATIVE BRANCHING PATH
Halfway through the project, I was given a new assignment to create a narrative prototype featuring a branching path. With this project already existing, I felt it was best to build upon this while working on its art pass.
BEFORE / AFTERS
The art pass consisted of (mostly) self-made assets in Substance Painter, ZBrush, and 3DS Max, taking some textures from online sources and built-in materials from substance.