top of page
22.png

PERSONAL PROJECT - RPG GAME BLOCKOUT

This untitled project was aimed to prepare me for my final university assignment. The main goals were to practice Level Design theory, blocking out simple objects, paper design, and basic UE4 scripting. The level also features a 'museum' for the metrics of assets that would make it easy for an environment or prop artist to create things to the correct scale.

​

Marketplace assets and the 'Blockout tools' plugin were used.

​

Duration: 2 Weeks

Personal Project - RPG Blockout: Portfolio

Gameplay Video

Includes annotations for design decisions.

20.png

PLANNING

PLANNIG

PAPER MAP AND METRICS

The aim of this project was to act as an introduction sequence to an open-world game. My goal was to learn some Level Design techniques that can be applied to guide the player and prepare me for my final project at University.

Paper Map

Paper Map

My first draft for the paper map which shows the basic structure of the level.

Metrics Gym

Metrics Gym

With other parties in mind, if I was developing as a team we would have boundaries set for the player's mechanics, including their height, jump / crouch height and the grid size.

Metrics Gym Continued

Metrics Gym Continued

Using the blockout meshes as placeholders for a prop artist to know the dimensions.

Map Comparison

Map Comparison

Comparing my map to the final build of my demo

25.png

IMPLEMENTATION

IMPLEMENTATION

BLOCKOUT PROCESS

Start Position

Start Position

Forcing Mechanics

Forcing Mechanics

Exploration

Exploration

Combat Incoming

Combat Incoming

First Encounter

First Encounter

Framing the next zone

Framing the next zone

Weenie in the distance

Weenie in the distance

View of objectives

View of objectives

Side quest on the way out

Side quest on the way out

Next area in view

Next area in view

Teaching new mechanics

Teaching new mechanics

Breadcrumbing

Breadcrumbing

Preview of next area

Preview of next area

First takedown in the Cave

First takedown in the Cave

Mixing player mechanics and environment

Mixing player mechanics and environment

Exit in sight

Exit in sight

New area unlocked

New area unlocked

Reward up ahead

Reward up ahead

Boss

Boss

Conquering the boss

Conquering the boss

ITERATIONS

Iteration - Changing spawn area

Iteration - Changing spawn area

I swapped the side of the direction the player travels when leaving the player spawn to ensure they are facing the direction of the village so they do not miss the chest glow and global landmark originating from the village. This was a change I felt was needed as after a few external playtests the players did not acknowledge it.

Iteration - Village gates turned into narrow path

Iteration - Village gates turned into narrow path

My original idea for the level was to have a large village gate that the player travels through after defeating the enemy blocking the path. Whether it was too large for the scale of the village or the fact that it was an illogical place for a gate, I replaced it with a narrow path leading to the village to draw tension when approaching the village. Doing this sets the player up to feel uneasy and like a total stranger to the NPCs living there.

Iteration - Changing the pathway out of the cavern

Iteration - Changing the pathway out of the cavern

I made the pathway out of the cavern a set of elevated platforms leading upwards, but it was a bit boring as it was just a straight walk outwards. Replacing it with a broken platform gives the area some platformer element that it was missing and engages the player just a bit longer for when the reach the end.

LEVEL SHOTS

Overview

Overview

Tutorial Area

Tutorial Area

Village

Village

Pathway to Caverns

Pathway to Caverns

Inside the Cavern

Inside the Cavern

Boss

Boss

LEVEL SHOTS

Tools Used:

Unreal Engine 4

Photoshop

​

Overview:

This was a side project that I worked on over a few weeks to develop a better understanding and practice of Level Design techniques, primarily for open-world games. While the level I created was quite linear, the knowledge I have gained could be reapplied towards something more open.


I developed this level as an introduction to simple mechanics that the player controller would have (fireball spell, running, crouching, jumping) so the user experiences the most primitive form of enemy encounters, instances with puzzles and traps, quests, and a boss fight.

​

I also made a small museum of modular assets for prop and/or environment artists to create assets to the correct scale. I felt this was a good practice to begin doing on my early projects as my final group project assignment is upcoming in my next academic year.

​

bottom of page