top of page
Top

Null Dimension (Unreal Engine)

Level Playthrough

​Summary

  • Null Dimension is a third person RPG with an emphasis on platforming and exploration 

  • Players take on the role of a police officer who's assigned to conduct a welfare check on an individual who suddenly stopped communicating with family/relatives for an unusual amount of time

    • This leads to a shocking discovery that sends the officer into an alternate dimension, where they must complete platforming challenges and defeat monsters to escape 

  • Null Dimension takes place in three levels: a police station, a house, and the Null Dimension 

    • Police station: here the police chief instructs the player to conduct a welfare check​

    • House: the player investigates the house and looks for a way in once the home owner doesn't answer; eventually they are sent to the Null Dimension

    • Null Dimension: the player needs to parkour from island to island and find a way to escape 

  • An RPG template was used as a starting point

    • This provided a basic mission system, dialogue system, and combat system 

    • I was responsible for level design and all other scripting

    • The template was heavily modified to better fit my vision of the game

  • For the art pass, asset packs were used to make the level more visually appealing 

  • Overall, this project helped me gain more level design experience, become more efficient with scripting/debugging, and introduced me to creating custom nodes using C++

Project Objectives

  • Improve level design skills and scripting/debugging skills

  • Incorporate some degree of non-linearity and verticality into the levels 

  • Create an experience that has an unassuming or innocent atmosphere but gets more creepy/distorted as players progress

  • Use C++ custom nodes to simplify blueprints  

Police_Station1

Level Documentation

Overhead Map (Click for Higher Resolution Image) 

Null_Dimension_Map

Whitebox

Custom C++ Nodes (Click to Expand)

Changes Between Documentation and Final Level

  • Added two different types of obelisks along with the original obelisk to reduce repetitiveness

  • Adjusted some positions of statue sentries 

  • Added a larger final island where the player encounters the final monster; this was done to make room for a final puzzle that allows the player to pick up the house resident when solved

bottom of page