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Home Alone

A online challange created by a discord community of level and game designers. The goal of the project was to represent a specific part of the film
 

PROJECT DETAILS

  • 3 weeks project

  • Unreal Engine 5

    • Advanced Locomotiv System

    • Blueprints implementations

      • Crafting and Inventory

    • Blockout Tool Plugin

REFERENCES

DESIGNING THE HOUSE

  • To create the map, I was inspired by various (real existing) house plans and games such as Rainbox Six as well and as gameplay situations that we can find in both R6 and Dungeon Defenders-style games.

  • The design of the house was the most difficult step, as I had never designed a house before. The challenges were to make the house as walkable as possible so that multiple paths could be created, which would then be used to create the game situations. Like any dungeon defense several rooms could be used as AI targets.

WHAT I'VE LEARNED

  • House Building

  • Flow in small areas

WHAT I'VE IMPROVED

  • Knowledge UE

  • Blueprints

  • Blocking

  • Flow in Level design

  • Game design

  • Proportions

POST MORTEM

The project was very interesting to me, teaching me several things about house building and navigation in enclosed spaces.

Many details were omitted from the project or were simply not part of the scope of the challenge and as long as the project could have been, I would have liked to have gone into more detail.


Behaviour and AI: These two aspects are not really part of the project, at least in the 3D version. In the 2D version, however, I was able to build, ideally, different paths of the AI. The same goes for the behaviour and interaction of the cpu with the circumstance environment. I will probably, in future, reserve an entire project for the construction of an AI

Implementations: There are a few details I would have liked to have added in the course of building the level, not only graphical additions, but also in terms of 'emulating' a game, such as a timer that gives the player the opportunity to quickly wander around the house and collect items for crafting and close paths to channel the ia to their traps before the AI spawns; a building system with predefined spaces where obstacles or traps can be placed and ,finally, create a life system of the cpu.

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