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SIP Objective 1

skinsrip21

Updated: Dec 8, 2020

Prototype and complete original games for multiple platforms using complete documentation and following the full game production pipeline.


These are my planning documents that went into this project, SomethingIDKYet, they all list the goals and their importance to this project. All these goals was achieved in the final project and it came out rather nicely. I chose these goals because I knew that they would compliment the Unreal engine well as well as show off my skills as a designer.

My goals for this project:

Part 1

1. Door trigger

a. At least one trigger must open a door

2. Non-door trigger

a. A kill box

3. Other triggers

a. Lights

4. User Input trigger

a. A launch box

5. Locked trigger

a. For now a Lock and key

6. Tutorial Text

a. A go hear thing

Part 2

7. the ability to render camera input to a texture

8. the ability to iterate through an array of objects

9. the ability to unpossess/possess characters

10. the ability to use the gate node

11. the ability to use the timeline node

12. the ability to combine these tools with tools from previous projects in an interesting way

Part 3

13. the ability to turn lights on and off

14. the ability to flicker lights

15. the ability to play sounds using blueprint

15. the ability to activate physics using blueprint

16. the ability to activate / deactivate particle systems from blueprint

17. the ability to detect if a specific object is in a trigger

18. the ability to provide feedback by controlling cameras in matinee

19. the ability to limit blueprints so they only happen once - unless reset

20. the ability to change booleans and other variables in matinee

21. the ability to kill and respawn the player

22. the ability to store locations as a checkpoint

23. the ability to damage the player (rather than kill them outright)

24. the ability to use navigation meshes to move an AI unit

25. the ability to choose a random point in a sphere

26. the ability to have an AI controlled character see and hear another actor

27. the ability to combine these concepts to create a "stealth" style level





In this video I am showcasing the goals that I achieved in this project. The goals are listed above.






This next document is the preproduction of a level I created in Halo Reach. I decided to do with a 3D driving platform level. I chose this because I wanted a laid back and a stress free kind of level that anyone can pick up and play.




With these three videos I am showing my progress from start to finish on this Halo Reach driving platform level, Where I show the illusion of choice because no matter which path you choose you will die in the end.


I also wanted to add a tutorial that I did while working on this level.

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