Get the playable level so that you can check it out firsthand. You need to have Unreal 3 to run the level, and having the most recent patch is advised since it won't look correct if you don't. I have included a Readme that gives instructions for where to add the file and how to run it. Read the original Challenge to understand the intent of the level or view the picture walkthrough if you don't have Unreal.
- Introduction -
6.18.2009
6.16.2009
Walkthrough (Visuals)
I have created a picture walkthrough of the level I created for the visuals Challenge. You should be able to follow the pictures through the level Myst-style.
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I have also included some shots taken from Unreal Editor to show behind the scenes.
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Danny Johnson
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Challenge (Visuals)
The Challenge:
Make a level in Unreal that is visually impressive. Time limit is three days. Additional time is given for cleanup and bug fixes.
The Point:
To show that I can make good looking and well designed levels.
The Design:
I am making a level inspired by Blade Runner that will feature alleyways and a street scene. I am going to be using existing pieces in Unreal so that I can focus on making the level rather than constructing new pieces. I will be doing all layout, lighting, and texture placement.
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You can find the walkthrough of the level here.
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Danny Johnson
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6.09.2009
Challenge (Design Doc)
The Challenge:
Write a sample design document for a production game. The document will only contain a portion of the full design, but provide enough examples to show the process. Time limit is two days.
The Point:
To create a design document that would be suitable for professional use.
The Thought Process:
I feel that it may be appropriate to create a design for a first person shooter (FPS) since this type of game is commonplace in todays market, but also so that I may come up with new design ideas for the genre. Many games reuse mechanics that have been established in existing games and choose to modify other specific areas. This practice should not be condemned as the standard process of game development is uncertain and demanding at its simplest. As such I will attempt to create new mechanics while keeping in mind the feasibility of these features pertaining to real world game development.
One of the main focuses in a FPS is quite obviously the weapons, which is why it is strange that so many games use similar, if not the same, types of weapons. Nearly all of these games have some or all of these weapons: pistol, submachine gun, assault rifle, shotgun, sniper rifle, rocket launcher and grenades. Where these games manage to derive uniqueness is in the subtlety of the differences in these guns compared to those in other games. The specific method of aiming, number of shots, accuracy and recoil all play a part in the experience of using these weapons.
The Design:
Number One with a Bullet
The game is set in a future war where infantry is as important as ever, but they require advanced equipment that allows them to face new enemies. The trouble has become that the expense for every soldier has grown so high that only a limited amount of equipment for them can be produced. The most rare part of a soldiers arsenal has become their bullets which are specially made to penetrate the enemy armor. However, the soldiers can collect ammunition from the fallen enemies or catch bullets with their magnetic shield.
Each soldier has a main weapon that can use almost any type of ammunition. The weapon changes according to the kind of bullet loaded to provide the most effective means of aiming and firing. Still, different weapons can be found that can use ammo types unsupported by the standard weapon. Ammunition types vary from long range bullets for increased flight and accuracy to slugs that penetrate and knock down a foe.
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The document can be found here.
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Danny Johnson
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12:58 AM
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Labels: challenge, design doc
5.29.2009
Walkthrough (Crackdown)
I have created a video walkthrough that briefly shows off the boss locations and overall level layout. Below are some rendered images from the model file and descriptions of each section.
Within the constraints of the Challenge I was only able to make three boss areas where I had originally intended there to be five. I may return to this level again but I am still happy how it turned out.
The layout of islands is meant to provide a different experience in each area. The cities are dense with enemies but also have a lot of opportunities to attack from any angle or escape up a building. The mountainous area was meant to have a boss, but still provides a different kind of terrain to navigate and look for Agility orbs. The forested section is not meant to provide much gameplay but helps separate the two islands so that the player knows when they are crossing from one area to the next. The tower is supposed to be a constancy noticeable structure that acts as a looming threat the entire time on the islands. The player would likely know the tower holds the final boss of the level even if they weren't told.
Boss 1 is located in the central part of the west island on a tall building. The player cannot directly climb all of the way up the building because there is a large overhang preventing near the top. The player can climb to the top with even the lowest amount of Agility, but added Agility allows the player faster ascent and multiple paths to get up top. Driving helps the player to clear out the thugs on the street level much easier. Explosive skills can eliminate groups of thugs on the street level or on the roof. Strength affords a faster method of killing the enemies on the cramped rooftop. Firearms are generally useful for killing the basic thugs, but longer range weapons allow thugs to be picked off from a nearby rooftop making the boss easier to focus on when closing in for the kill.
The second Boss is located in a highly fortified industrial plant. The player must work their way through corridors inside the main building in order to reach the boss. Agility will aid the player in their battle with the enemies outside but will be of limited use indoors. Driving can be helpful since there is lots of room outdoors to drive around, but the player must get out of the car when going inside. Explosives are somewhat useful outdoors but when the player enters the main building the enemies are grouped together which provides better opportunities for multiple kills. Strength will be very useful indoors as the fighting is usually close quarters and a quick melee attack could be more efficient than using weapons. Firearms are useful both indoors and outdoors but favor larger areas where cover is available.
The final Boss is located in the large building in the center of the islands. The building is even difficult to approach before the player eliminates the other bosses, since the overall forces dwindle as the bosses are taken down. The main entrance is locked but can be opened by destroying power generators located around the upper city. An alternate entrance to the building is at the bottom near water level, but the player would have to fight through a large amount of extra thugs going that route.
Agility is very useful due to the vertical nature of the structure, but less agile characters can still progress to the top, just slower. Driving cannot be used in the building but finding the power generators can be done more easily in a car. Explosives are needed to blow up the power generators but are also useful fighting the difficult enemies within the tower. Strength can also be handy when fighting the stronger enemies since an enemy can be killed faster with a melee attack than with weapons. Firearms are still very useful because many enemies are located above the character where explosive or melee attacks cannot reach.
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Danny Johnson
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5:21 PM
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Labels: challenge, crackdown, level design
5.27.2009
Model (Crackdown)
This is the model of the level created for the Crackdown Challenge. Get the Autodesk Maya file for the level right here. The file is a 6MB download. You can also view the walkthrough of the level if you don't have Maya.
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Danny Johnson
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11:23 PM
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Labels: challenge, crackdown, level design
Challenge (Crackdown)
The Challenge:
Create a nonlinear level design with a set of missions that emphasized the variety of options available within the environment. Time limit is two days.
The Point:
To create a level based around the ideas of freedom and nonlinear gameplay.
The Thought Process:
Freedom in gameplay is a area that I would like to explore as a developer because it attracts me as a game player. I want to get a better understanding of how to create levels where the path to success is not clearly set, but where I can provide a variety of options for how the player may proceed. Ideally no single play style would be the most effective, and almost any play style would be supported.
The Design:
Level design for Crackdown
The key elements to nonlinearity in Crackdown are represented by the different skills the player can increase throughout the game. The skills include Agility which represents the speed and jumping height of the character, Driving which covers vehicle handling, Explosives that affect the blast radius of grenades and rockets, Strength determines melee damage and weight of objects that can be lifted, and Firearms which increases the accuracy and damage of weapons. Each of these skills can be leveled up as little or as much as the player chooses and the level design should accommodate this variety. If the player just wants to use explosives then they should be empowered to use that skill without being prevented by the level layout.
I am building this level so that it would fit into the main game and simply be an extra set of islands for the player to explore. The player could travel to these islands at any time but there would be an expectation that they beat at least one full area already. The skills of the player may still be fairly low, but this level could be also approached later on where the skills of the character are at the maximum.
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This design shows the basic layout of the islands and the locations of the bosses. All of the streets are not fleshed out yet as it will be easier to create those specifics when the level is being made. The layout is meant to have mountains in the norther part, a small forested area in the south and cities in the east and west. The center tower would be the hideout of the final boss for the area and there is a raised platform surrounding it with another boss in this area.
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A preview of the final result
View the final model or the walkthrough.
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Danny Johnson
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11:16 AM
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Labels: challenge, crackdown, level design
5.24.2009
Walkthrough (Gears 2)
I have created a video walkthrough for the level but I also have a picture walkthrough located below with more information about each section. It would be appropriate to read the Challenge post beforehand to better understand the intent of the level.
1. The player starts out next to the vehicle- the block to the right- after it has been stopped by the grappling hooks. At this point most of the Locust soldiers outside have been killed so there is no opposition at the moment.
2. Ascending the ramp the player will see the first enemy which they can choose do engage right away, but there is little cover at this spot and the enemy has the high ground.
3. Now with some cover the player can fight the enemy more effectively, but there are now more options available. There are three doors that lead into the main building with the most obvious choice being the one to the near left.
4. Walking into the first door reveals enemies further in the room, but not much cover between. The player could still navigate forward, but would likely have to proceed cautiously.
5. If the player chooses to move to the third door from the outside they will enter the room in a flanking position. The player could also see this strategy after entering the first or second door and circle around to get to this spot.
6. During or after the fight the player would notice the turret that fired an electrified grappling hook inside the room. To get past the player needs to first shoot the turret so that the power to the wire is interrupted, and then cut the wire with their chainsaw. If this is not understood within a short time, one of the characters would hint at the solution so that the player is not stuck too long.
7. The player enters the next room to notice two elevated platforms with cover. In co-op it may be advantageous to have one player get onto the platform and the other stay below to attack from different angles.
8. Vaulting onto the raised platform allows the player a better view of the room, but has limited mobility. The player would not have a good shot at disabling the turret from this location, but they could jump down on either side of the wire.
9. On the ground level the player has to contend with a grappling hooks dividing the room. From this vantage point the player is able to shoot the turret and cut the wire in relative safety, but only needs to do so if they want the extra room to maneuver.
10. After clearing out the room the player then moves into a narrow hallway with two Locust at the opposite end. This would be a quick battle, but if the player looks behind the cover where the enemy was positioned they would see a weapon and ammo pickups.
11. The next large room features a staircase that wraps around the perimeter with slanted supports in the center to provide extra cover.
12. Climbing up the slope the player encounters an enemy up ahead, but also starts to get fire from enemies above. The player can use the railing as cover and shoot the turret in the corner of the room.
13. Disrupting the turret will cause the electricity in the wire to turn on and off, but if the player does not clear out all of the enemies in the room it will be difficult to cut while engaged in combat. The wire has enough clearance that the player can dive or run under it safely.
14. The next small encounter has two enemies on the other side of a wide barrier. The player can attempt to move around and flank, but may be confronted by the enemy before springing the trap. Simply sticking out of cover is also more dangerous because of the close proximity, but the enemy could also be taken down just as quickly.
15. Another minor battle, but the player has options of which side to move forward or to just stay at a distance to fight. While Gears of War typically has a flood of enemies enter into an area and the player moves on when it is cleared out, this series of rooms is meant to be one flowing encounter. Since there are only a few enemies these skirmishes would operate as a "calm" moment.
16. This setup provides the last major battle in this scenario. On opposite ends of the room are raised turret platforms and in the center is an octagonal section with two levels. The player could fight some of the enemies from this position but would have to move closer to clear out the distant enemies. Disrupting the turret would not do much yet as the player cannot cut the wire from here.
17. Getting onto to octagonal centerpiece provides a location to fight the enemies from an even level and room to move around. Retreat would be slightly more difficult as the player would have to jump down from the ledge before they could run away.
18. Nearing the end the player faces three doors with a single enemy guarding them. The player can deal with the enemy now or wait until later since it is not an immediate threat.
19. The first room has a grappling hook turret that can be shot and the wire cut.
20. There is some resistance in the next room with an enemy guarding the turret, but the player should be able to easily clear the room and cut the wire.
21. The last enemy and wire to be cut down are in the room, and the player would be shown a short cinematic with Marcus telling the rest of the squad they are ready to head out. With the building all cleared of enemies it would be annoying to have to re-traverse the rooms to get back out, so the camera would just fade to the squad regrouped in the vehicle. The player would then start back into the driving level and finish off the remainder of the journey up the mountain.
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Danny Johnson
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12:06 PM
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Labels: challenge, gears of war 2, level design