ASR
Ambrose Ringor - Level Designer
Do or Die (Unreal Engine)
Level Playthrough
Summary
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Do or Die is a first person shooter that takes place in and around an abandoned research facility amidst a zombie apocalypse
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The player is tasked with infiltrating the facility and battling their way through hordes of zombies in order to obtain an antiserum that prevents zombification
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The level consists of two parts:
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An outdoor section, which has long lines of sight and large areas to move around in
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An indoor section, which is much more confined and has decreased visibility due to numerous edges/corners
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The level is defined by three major combat encounters, which ramp in difficulty
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The FPS Game Starter Kit was used in this project
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Weapons, objectives system, animations, door/elevator blueprints, pickups, and AI were NOT done by me
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I was responsible for the level design and scripted combat encounters ​
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I did make modifications to the template, indicated below
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Overall, this project helped me learn how to use level design to create interesting combat encounters and improved my scripting and debugging skills (specifically with wave-based combat)
Project Objectives
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Design a level in a way that enhances combat encounters
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Create gameplay that has a natural intensity ramp
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Use geometry to clearly indicate where players need to go
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Create a wave-based spawn system for the major combat encounters, where more enemies spawn after a certain number of enemies have been killed
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Create a challenging experience where ammo management is critical to players' survivability
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Improve scripting/debugging skills
Improvements
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Give the level a structural art pass
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Create a widget(s) that displays information regarding combat encounters; currently the information is displayed via print strings
Level Documentation
Overhead Map (Click for Higher Resolution Image)
Changes Between Documentation and Final Level
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Found that standing on elevated positions caused issues with zombie AI; areas with stairs were adjusted
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Created a small room the player spawns in so zombies aren't able to immediately see the player
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Removed jumping since jumping off stairs/elevated positions also caused issues with zombie AI
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Removed checkpoint as I was unable to get the checkpoint to reload the level properly
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Adjusted wave count, enemy count, and enemy spawn points in combat encounters
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All zombies in the level are spawned by trigger boxes; none are manually placed in the level
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Added some walls to the outdoor section to block sight lines and zombie spawns
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Added togglable blocking volumes to control where zombies can/cannot navigate
Modifications to Template Code
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Because this level is intended to be one of the final levels in a theoretical game, I made adjustments to the template code to make the combat more challenging:
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Zombies and chargers have longer lines of sight
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Zombies and chargers deal more damage
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Zombies and chargers move faster
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Melee hits deal less damage
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Grenades deal more damage, bounce less, and have a slightly wider blast radius
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Lowered max number of grenades that a player can hold
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Decreased ammo capacity for pistol and assault rifle
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Decreased ammo amount in ammo pickups
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Decreased health amount in health pickups
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Created new pickup item for the antiserum
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Added a game over and level complete widget
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Added custom objectives
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