Free the factory
Level Designer | Third person shooter
Summary
This project was intended to remain an LDD cause I wanted to focus on a good documentation but then I decided to put into gameplay what I've written on the document to make sure I made good choices
Project Details
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Project done in 2 weeks
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Created using Unreal Engine 4
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Focus on creating good LDD and blockout
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Softwares used:
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Photoshop, Figma, Google Docs, UE4
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Unreal packs used:
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Polygon prototype pack​
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Advanced puzzle constructor
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Overview




Pre production
Check out the LDD
Design Techniques
Affordance &
Leading the player
Whenever the player has to use a button or move a box, the output of his action are always on the screen to let him understand what his action did.
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To permit that I used wireframes that lead to the doors that the player managed to open corrctly


Framing
During the gameplay I wanted the player to feel like their path forward was always clear to them.
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To do so I always lead the players eyes to the end of the section, like in the first image, the objective was framed by two dors in front of him
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Instead in the second image the final path of the player is framed by a glass that let the player see where he has to go


Release the tension
After every room or section the player will always face a corridor that permit him to save the game and take a break from the high pace he encountered in the previous room.


Thoughts
I feel pretty satisfied of how went out, this was my first design project so I put a lot of effort in this. I could heavily increase my Design skills and thoughts.
But there's surely something to work on:
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Enemies - If I had more skills with Blueprints I would have created a real gameplay to test the map better
Rooms - At the end of the project I noticed that the room were pretty similar (too long with poor verticality)