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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:

  1.  Level + Game Design

    • Creating the player controller and basic enemies​

    • Planning the Level (Research, 2D Map)

    • Blocking out and scripting events

    • Applying basic textures to communicate the environment

  2. Art Pass + Narrative Implementation + Iterations​

    • Create and texture models in 3DS Max, Substance and ZBrush​

    • Plan and implement an alternative route to support a narrative-driven decision within the level

    • Change some areas of the level based on feedback

    • 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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INTRO

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.

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PLAN AND BLOCKOUT

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.

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ART PASS AND ITERATIONS

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.

Tools Used:

Unreal Engine 4

Photoshop

3DS Max

ZBrush

Substance Painter

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Description:

This was an assignment submitted for Games Design and Narrative Design modules at University.

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To make sure my project was successful, I researched and applied simple game and level design techniques to ensure the player felt the level was well-paced, had a variety of obstacles, and challenged the player with increasing difficulty. The level features stealth-like evasion, platformer elements, and simple objectives to work towards.

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Using the same level for two assignments, I tied in narrative elements in the blockout and final pass to further enhance the player's engagement with the level - things such as short cinematic cutscenes, dialogue with an NPCs, and breadcrumbing.

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The assignments were split between two semesters; the first was mainly level and game design-focused which was oriented around paper design and a blockout. The second was a 'final pass' finish of the level, where texturing, sounds, UI, and any final iterations were made. A branching choice was added during this phase with a simple backstory for some narrative context.

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