Project Description
Ruby Shark is an FPS passion project, crewed by students and industry hopefuls, inspired by the likes of Doom and Titanfall.
Steam Next Fest Demo:
https://store.steampowered.com/app/1994700/Mantra/
Responsibilities
- Owning level creation from concept to a final product
- Script all puzzles and events for level using UE4 Blueprint system
- Prototype gameplay mechanics for level pitch
- Blockout and iterate quickly on feedback for level with 20 min of gameplay
- Help run level design reviews for 6 other level designers and ensure the project stays on time and aligned with core vision
Level Design
The emphasis for the level was a facility that accepted and distributed cargo holding robots and other materials. It was important to emphasize scale and the movement of the inhuman industry.
My first steps were to collect references and get ideas for the different environments that would occupy the player's time.
I started blocking out the spaces with these images in mind inside of Unreal.
After rounds of feedback and playtesting the scale and aesthetics were concretely established.
It was important that each space felt unique in a way that would also fit into the overall theme of a cargo facility. Working closely with the narrative designer and creative director helped me realize spaces that offer interesting gameplay but also made sense for the world we were creating.
Scripting
My responsibilities also included scripting the moving elements and traversal puzzles within the environment.
It was important to emphasize movement in a way that not only visually engaged the player but physically engaged them as well.
Laser Dodging
This traversal puzzle is something I scripted in UE4's Blueprint system that rotates large cylinders that will destroy the player character on impact.
Hooking up other activators coded by our tech team allowed me to create a fun traversal puzzle that keeps the player's engagement up.
Moving Containers
In order to sell the idea of a shipping facility, it was important to display containers moving about the area. I also wanted the containers to be able to carry the player from section to section. This required Blueprint scripting that relied on custom splines placed throughout the world.
Combat Encounters
The emphasis for combat spaces was fast-paced vertical combat. The spaces are very open and this serves to offer the player plenty of room to maneuver around enemy fire.
Placed throughout the spaces are wall running volumes that act as connective tissue between the lower and upper levels.
Infiltrating the exterior of the cargo ship. This space is supposed to be a smaller more straightforward fight to offer contrast to the next fight.
This fight takes place within a room that houses the cargo ship's reactor. This space is meant to be large and truly test the player's mastery in combat.