
Gun For Cover
A 3rd Year project for Level Design module
Time scale - October 2022 - December 16th 2022
A Doom Inspired Level in ue5
Game trailer
Software used:
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Photoshop
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Excel
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Premier Pro
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Microsoft Forms
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Unreal Engine 5 (framework provided)
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PowerPoint
Level Doc
Responsibilities:
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Research retro fps games
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Create an LDD
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Iterate level design and create maps and a variety of diagrams
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Playtest and iterate based off feedback
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Create a fully playable Doom inspired level
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Make a pitch
Overview:
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This project expanded my knowledge on FPS design and allowed me to work creatively with limitations, such as limited assets and no verticality.
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I used glass throughout for players to constantly be able to see their progression, but also for them to see their objectives.
Allowing them to see their destination and denying it, for a specifically curated time, with micro-rewards before arrival, could allow for more satisfaction upon arrival.
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However, there was a balancing act of not overwhelming the player with too much information at once. This was mitigated partly by safe zones, where the player could take in information without stress and trying to give each area of high importance a unique visual identity, so the players would be able to differentiate and better digest and retain information.
Images:

This is the plain overview of the map.

A map of the challenges players can face in the game, with the size relevant to difficulty.

A map of the points of interest within the level. Hopefully they have a distant feel so that there's more area recognisability in the event the player backtracks.

This is the ideal order of play for the player, however, it can be done in different ways.

This room is a laboratory, which hopefully adds more narrative to the level and grounds the world more with an explanation, as to why the creatures exist, for players who choose to interpret this room.

The final room, with more height and space, to create an arena like area for the bosses sweeping attacks, and plenty of enemies relatively easy enemies to kill, to create more illusionary difficulty and make the player feel more powerful.

This window reveals the boss door for the player

From the beginning this is visible, letting the player assume that room is the final destination due to the contrast and the vast empty space, where they should assume the boss will later spawn.

Often the danger ahead is visible for players, so they can strategize beforehand.
Reflection​
If I were to tackle this again, there are many things I would more carefully consider and implement such as:
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Patterns of signature enemy groupings, so I could build upon it like a puzzle for the player
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More sightline hints towards goals and rest rooms with core identities
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Using pick ups to allude to upcoming danger, and what types of enemies are up ahead. For example, dropping more shotgun ammo in a room before a certain enemy, so the player can learn its more effective against them etc.