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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

  • Project done in 2 weeks

  • Created using Unreal Engine 4

  • Focus on creating good LDD and blockout

  • Softwares used:

    • Photoshop, Figma, Google Docs, UE4

  • Unreal packs used:

    • Polygon prototype pack​

    • Advanced puzzle constructor

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

InkedImmagine 2023-04-19 171026.jpg

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.

Immagine 2023-04-19 180022.png
Immagine 2023-04-19 175952.png

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)

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