General Information
Space Brains was an award winning project, developed by a team of 4. The game was a small scale, 3D, Retro Sci-fi Shooter, that had to be created under restraints, set by the challenge organisers. As the player, you are tasked with making it through the level, destroying any brains they find. Throughout the level, the player will also be able to use a kinetic power, being able to pick up objects and throw them. This project was created on Unreal Engine 5.
The game is built on 3 core pillars:
Variations of play, having more than one way to destroy the brains.
Retro theming, the level was built on the basis off it being an old retro sci-fi game. The theme would carry on throughout the level.
Constraints, making sure that the project was keeping in line with restrictions given to us by the challenge organisers.
As the level designer, my responsibilities included:
Level planning
Establishing metrics
Blockouts
Polishing (Adding all the finished props and design into the blocked out level)
Playtesting and iterating
Encouraging player experimentation (By having multiple ways of destroying the brains)
Constraints
The project was a part of the "New Year, New Level" challenge, hosted by CG Spectrum. As previously noted, all projects being developed by the various teams had to adhere to strict guidelines and constraints. Failure to meet these requirements would result in the project being ineligible for review and publication.
The restrictions were:
20x20x20 (The project itself could not be more then 20 meters in each direction)
10 Props (The project was only allowed to have 10 props maximum)
Created Props (The props themselves had to be created by our 3D artist, you could not pull props off the Unreal Engine store)
Conception & Research
After confirming that our team knew the project's restrictions, we began planning our entry for the challenge. It was settled that the theme would be reminiscent of something old school/retro, with "Doom" serving as a notable inspiration. With this theme established, we opted to create a sci-fi shooter. Given the constraints, designing a level with tight corridors seemed practical for space-saving purposes. My research drew heavily from games like System Shock and Doom, which became key focal points for the project.
Paper Design
During the creation of the level plan and paper design, my focus remained on adhering to the constraints while maximizing the use of the allocated space. Recognizing the potential waste of elevation space with just a single floor, I opted for a multi-floor approach. This decision allowed for greater flexibility in utilizing space and provided more room for my team to be creative.
Additionally, I ensured that I followed one of the team's objectives for the level, which was to offer players multiple methods for destroying the brains (identified as circles). To achieve this, I designated the positions of explosive objects (highlighted in red), which could either be thrown using kinetic powers or shot with the player's gun. This strategy provided diverse gameplay options and enhanced player engagement.
Blockout
When developing the blockout for the level, I ensured I was meeting with the primary constraint: the level's metrics. Before commencing the blockout, I created a reference object comprising 20 blocks (each representing 1 meter) along the Y, X, and Z axes. This provided a clear understanding of the available space.
During the blockout process, I focused on crafting tight corridors and doorways to emulate the interior of a spaceship. Additionally, I incorporated a large glass window, intended to offer a view into space, creating a perception of openness within the confined environment.
Every inch of space was utilized, with particular emphasis on leveraging elevation. The player's journey commenced at the bottom of the level, gradually ascending as they progressed.
Variation of Play
When developing the blockout for the level, I prioritized one of our key goals: ensuring a variety of gameplay experiences. This approach aimed to enhance the project's replayability and maintain player engagement.
To achieve this, I introduced multiple methods for players to eliminate the "space brains." Specifically, I incorporated explosive barrels throughout the level, which players can either pick up and throw or pick up and shoot. This variety of options allows players to approach the challenge in different ways, adding depth and interest to the gameplay.
Iteration
With the blockout finalized and my team fulfilling their designated tasks, I delved into the polishing phase of the level. Incorporating every prop crafted by our 3D artist, I made sure to follow the level plan and blockout as I was going along.
Similar to the blockout phase, I ensured strategic utilization of every inch of space available to us. This served not only to optimize spatial efficiency but also to maintain a cohesive and organized level design. This approach aimed to inject diversity into different sections of the level; for instance, integrating explosive barrels and boxes within corridors transformed open spaces into dynamic and engaging areas.
(Polishing was done by taking props out of the projects folders in the Unreal Engine and adding them into the world. Changing materials on certain objects, using the objects blueprint, to meet the the theme of Retro Sci-Fi)
Conclusion
Reflecting on my first significant project, especially as a group endeavor, I'm pleased with how it unfolded. Despite being surrounded by teammates who were highly skilled and experienced in their respective fields, I managed to keep pace and contribute effectively. The icing on the cake was winning an award for the modelling aspect of our project. This recognition was not only gratifying but also bolstered my confidence in pursuing my aspirations within the gaming industry.
Looking back, I can see the significant growth in my skills since that project. It makes me wonder about the possibilities if I were to undertake another team challenge with my current skill set. The experience serves as a testament to the progress I've made and fuels my excitement for future endeavors in game development.