Spatial Constructs: Cargo Spaceship
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Platform: PC, keyboard and mouse controls only
Reception: Well received among peers Skill focus: Level and mechanic design, mechanic programming, environmental programming, creation of 3D asset and UV mapping, and texturing 3D assets. Time spent: 2 months Engine and tools: Unreal 4.18, Unreal Blueprint scripting, Maya 2018, Substance Painter, Audacity |
Summary of Contribution
- Level Design - The tight metal corridors found within the concept of industrial/junk sci-fi, seen in the likes of the Nostromo from Alien and the Bebop from Cowboy Bebop, was a huge inspiration to try and challenge myself as a level designer. I believe that I managed to create the feeling that the spaceship is compact but large enough to feel like there could be enough room to move around.
- Mission Design - The story is simple in its concept. You got incredibly drunk and are now incredibly hungover and want to go to bed however you've managed to change the passcode to a number of doors around your spaceship. Now you have to go and find the new passcodes to progress through the ship and to your bedroom.
- Mechanic Design - A combination of two mechanics. The first being the ability to pick up objects within the world and inspecting it by using the mouse to rotate the object around in 3D space. The second being the inclusion of doors that were either locked by a keypad or would open automatically. A keypad would be linked to a particular door and require a correct number combination before the door could be opened.
- 3D Asset Creation - All of the assets scene within the video above I created for the project with the exception of the wall shelves in the locker room. I also UV mapped each asset and textured them myself using a mixture of Photoshop and Substance Painter. The images within the picture frames were sourced from free online.
- Audio Implementation - All audio I sourced from free online sources and implemented them myself into the project.