- This week, according to last week’s design, I completed the scene construction in UE4.
In the process of creation, I basically completed my original design idea.
There are three floors from the parking lot to the elevator. The parking lot is on the bottom floor. Players need to start here and enter the laboratory.
Then to the laboratory hall, this is the first floor frame of the whole laboratory
For the design of stairs, I give up the structure of straight stairs, which is very monotonous, so I made two simple stairs and spliced a flat plate in the stairs, which made the whole scene appear diversified instead of monotonous stairs. Players can fight zombies on the stairs or some interesting mechanisms
I’m going to design this place on the second floor as a restaurant. Compared with the design of the whole laboratory, there are relatively few rooms in the hall, so I only designed three rooms on the second floor, which won’t make the hall look complicated. This is also my idea from interior design.
I basically completed the framework of the scene this week, but there are also some shortcomings, such as the parking lot stairs are too monotonous and simple, the frame ratio of the model is too large, and the ratio of AI is too different. I will improve these shortcomings next week. There are also design of the trigger conditions for the level.
This week, I focused on the level design and completed two level plans (top-down). The background of my design level is the laboratory. At first, I didn’t understand the main core of design. After discussing with Josh, I learned that the main theme of the laboratory is clean style, which also makes my design thinking clear.
In the last semester, I also learned the skills of level design, the whole work is not very difficult.
Here is my design:
Figure 1 is the actual picture inside the laboratory. In Figure 1, 2 and 3 represent the appearance mode of the enemy respectively. The key is used to open the weapon library. Players can obtain special weapons to help them become more powerful. The elevator is the only way to the second floor.
Figure 2 is the external design, players get off the train, need to enter the laboratory.
The overall design inspiration comes from the design ideas of CS go and Escape from tarkov. Next week I’ll do scene design on unreal 4.
In these three weeks, I spent a long time to understand the team’s ideas, and also to understand the mechanism of the game of the house of death. Because of different countries, I have never been in touch with the game before, so in these three weeks, I studied the style, playing methods and categories of the house of death. Because of the language barrier, at first I didn’t have a good understanding of the idea and concept of the team, but as time goes on, I also slowly follow up the team and understand my position in the team.
In the game, we join the train mechanism, and I am responsible for creating the train game. In terms of train style, I chose Amsterdam to create a train model in the style of a city. I found a lot about the background and cultural customs of Amsterdam on the Internet, and determined the direction of the train. In addition, I’m also going to conceive the birth point of the player, the birth point of the enemy (windows, rooms, etc.), the material point of the player, and the game playing method of the first level. The next step is to draw the design of the level on paper or Photoshop, and mark the important information on the map.
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