November 3, 2014 by jonmillymiles
With the start of a new 3D module comes a chance to get back into blogging for what I consider to be one of the most fun elements of my degree: 3D Level Design.
In this module we have to take our prowess at level design a stage further than we did before, taking our skills and the engine that we are using to new heights. This time I thought that rather than take things backwards in time like I did for my Victorian Docklands level, I thought I would accelerate the player into the next few hundred years with a space based level.
At the moment, my concept is relatively simple. You walk into a mining station on an asteroid to help them out with a small problem and then work your way down to levels where there is a huge problem. The tone for the environment begins as very Star Trek – clean, shiny and gives a good impression.
But the lower you go the more functional and grimy it becomes, very much like Ridley Scotts Alien series.
This should allow me to experiment with many different types of scenery and materials.
Here is the thing though – I am making the move from the Unreal Development Kit (UDK) to Unreal Engine 4 (UE4). This is not necessarily a huge leap, but there are differences and most importantly for me – a great deal of crossover with work.
Below is a list of things that I want to implement within the levels (in no particular order) so that I can keep track of them. As I blog I will link each to a post and I will add more as I go if I find them.
Definite areas of study:
- Modular Construction
- Reusable Assets
- Dynamic Materials
- Procedural Construction
- A HUD – User interface
Possible areas of study:
- Paper 2D
- Vertex Colouring/Multiple Materials
Over what I hope will be a number of posts I will be charting my adventures with UE4 and reflecting on my design decisions and what I have learned.