ASR
Ambrose Ringor - Level Designer
Null Dimension (Unreal Engine)
Level Playthrough
Summary
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Null Dimension is a third person RPG with an emphasis on platforming and exploration
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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
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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
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Null Dimension takes place in three levels: a police station, a house, and the Null Dimension
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Police station: here the police chief instructs the player to conduct a welfare check
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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
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Null Dimension: the player needs to parkour from island to island and find a way to escape
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An RPG template was used as a starting point
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This provided a basic mission system, dialogue system, and combat system
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I was responsible for level design and all other scripting
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The template was heavily modified to better fit my vision of the game
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For the art pass, asset packs were used to make the level more visually appealing
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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
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Improve level design skills and scripting/debugging skills
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Incorporate some degree of non-linearity and verticality into the levels
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Create an experience that has an unassuming or innocent atmosphere but gets more creepy/distorted as players progress
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Use C++ custom nodes to simplify blueprints
Level Documentation
Overhead Map (Click for Higher Resolution Image)
Whitebox
Custom C++ Nodes (Click to Expand)
Changes Between Documentation and Final Level
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Added two different types of obelisks along with the original obelisk to reduce repetitiveness
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Adjusted some positions of statue sentries
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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