General Information

SuperBall is a small scale, 3D platformer. As the Superball, the player is tasked with making it through each of the levels, until they reach the end zone.​ Throughout the levels, the player will be able to collect stars, which will tally up at the end of the game. This project was created on Unreal Engine 5.

The game is built on 3 core pillars:

  • A playful level, rewarding the player by exploring.

  • A mixture of challenge, ranging from easy to hard.

  • Creating new and exciting hazards in each zone, keeping the zones feel new and fresh.

As the Game/level designer, my responsibilities included:

  • Level planning

  • Establishing metrics

  • Blockouts

  • Designing challenges, utilizing the player's varied movement options

  • Creating the blueprints (Player Character, teleporter, respawn)

  • Playtesting and iterating

  • Encouraging player exploration and experimentation by adding stars in more challenging areas.

Conception & Research

In selecting a new project to undertake, my aim was to showcase my proficiency in blueprinting while also affording me the chance to develop additional skills. This project was crafted to illustrate that my abilities extend beyond crafting visually striking levels; rather, it shows my technical skills and capability to tackle challenging aspects of game development.

Having outlined my project goals, I ensured that the resulting level possessed the following elements:

  1. Level Interactions: Incorporating dynamic elements and interactive components within the level design to engage players and enhance gameplay immersion.

  2. User Interface (UI): Implementing a user-friendly interface that provides essential information and enhances the overall gaming experience, ensuring clarity and ease of navigation.

  3. Sound: Integrating audio elements to enrich the atmosphere and evoke emotions, complementing the gameplay and immersing players in the virtual world.

With the plan and list I've crafted, I've settled on developing a 3D platformer level. This project presents an ideal balance, offering a challenge in blueprint creation while remaining manageable for independent completion. After thoughtful consideration of game genres, I've opted for a concept akin to "Hamster Ball" – a game where players maneuver a ball through levels without falling off. This choice provides a solid foundation for my project.

Paper Design

During the creation of the level plan and paper design for the project, I ensured that each zone presented a distinct set of challenges to the player.

Additionally, I incorporated the concept of obtainable items – stars, in this instance – strategically throughout the level. These stars not only served as collectibles but also acted as guides, directing players on where to navigate. I intentionally placed stars within the more demanding sections of the map, encouraging players to engage with these challenging areas if they aimed to collect every star. This design choice creates a sense of exploration and rewards players for mastering difficult segments of the game.

Rough sketch, to show the planned layout o the map. Arrows showing where the teleporters would lead at the end of each zone

Blockout

In crafting the blockout for my level, I adhered to every aspect of my plan, ensuring that the diverse challenges in each zone were faithfully represented. This involved modifying each zone uniquely, introducing features such as ramps, holes, and narrow pathways, as well as incorporating hazardous zones to heighten the level of difficulty.

During the blockout phase, I strategically positioned each star to create more challenging pathways leading to them, while also ensuring that the player character could traverse these areas reliably. This careful placement not only incentivizes players to explore but also maintains a balance between difficulty and accessibility.

Moreover, I took great care to ensure that each zone had a distinct visual identity, signaling to the player their transition from one area to another. This visual differentiation serves not only as a marker of progression but also adds depth to the game world, enhancing the overall player experience.

Blueprints

As previously mentioned, the focal point of the project was to showcase my proficiency in utilizing Unreal Engine's blueprint system. With this in mind, every blueprint within the project was crafted from scratch. This deliberate approach not only displays my understanding of the blueprinting process, but also demonstrates my ability to engineer complex functionalities and mechanics within the game environment. By creating each blueprint from the ground up, I aimed to exhibit both my technical prowess and creative problem-solving skills, culminating in a polished and cohesive gaming experience.

Few examples of blueprints created:

  • Teleporter/Portal - This was created so that the player could go from one zone to another zone. (By having more then one player start, I was able to spawn the player at those when they touched the portal)

  • Hazard Zone/Respawn - The respawn was created so that when players went into the hazard zone, they would not be stuck. (By creating checkpoints at each player start, I was able to create a respawn function that put players back at the current checkpoint)

  • User Interface/UI - The UI was created as a display to show how many stars you had collected as you were progressing through the level, as well as at the end. (By using a boolean counter system, that worked when passing through a star, it would tally up the stars the player was collecting)

Conclusion

In conclusion, this project has served as a testament to my dedication to mastering Unreal Engine's blueprint system and my commitment to pushing the boundaries of my technical and creative capabilities. From meticulously planning each aspect of the level design to crafting every blueprint from scratch, I have strived to create a compelling and immersive gaming experience that not only challenges players but also showcases my proficiency in game development. By incorporating diverse challenges, strategically placing collectibles, and ensuring visual differentiation between zones, I have demonstrated my ability to engineer engaging gameplay mechanics while maintaining a cohesive and polished aesthetic. Through this project, I have not only honed my skills but also reinforced my passion for game development, setting the stage for future endeavors where I can continue to innovate and create memorable experiences for players.