DEVELOPMENT INFO:
Game: Jungle Thunder Team Size: 6 people Role: Lead Level Designer Genre: First Person Shooter Engine: Unreal (UDK) Development Time: 5 months / 15hrs per week Game Mode: Multiplayer CTF |
RESPONSIBILITIES:
|
Overview:
Jungle Thunder is the second team game project for Team Corporate Hippies in C18, in which I assumed the role of Lead Level Designer. It was a stand-alone Capture-the-Flag level designed from the ground up in the universe and theme of toys. The play space focused on two major bases divided in between by a large river of lava and an imposing Volcano that spews lava rocks out into the combat space. To counter-balance the symmetry, a hillside location positioned to directly opposite of the Volcano exists to provide alternative paths between each base, and allows a vantage point for support and sniper players. The level takes into account the class-based system for Jungle Thunder, and holds design aspects to incorporate team play based on the four class types, Sniper, Assault, Medic and Engineer.
Role Responsibilities (Lead Level Designer):
Design Goals:
Mission Type:
Multiplayer CTF Level / Game
Play Time:
15 – 30 minutes per match
Jungle Thunder is the second team game project for Team Corporate Hippies in C18, in which I assumed the role of Lead Level Designer. It was a stand-alone Capture-the-Flag level designed from the ground up in the universe and theme of toys. The play space focused on two major bases divided in between by a large river of lava and an imposing Volcano that spews lava rocks out into the combat space. To counter-balance the symmetry, a hillside location positioned to directly opposite of the Volcano exists to provide alternative paths between each base, and allows a vantage point for support and sniper players. The level takes into account the class-based system for Jungle Thunder, and holds design aspects to incorporate team play based on the four class types, Sniper, Assault, Medic and Engineer.
Role Responsibilities (Lead Level Designer):
- Wrote all design documentation and led the design on level layout for the multiplayer CTF map
- Spent the majority of the time working with Game Designer to stick to the theme and goal of our game based on our target audience
- Worked specifically on the Lincoln Log Base, Volcanic Kismet Events and Gameplay Balancing
Design Goals:
- Creating a level based around CTF game-play and class-based mechanics / design
- Creating a realistic level design layout while maintaining a core Toy-based art theme
- Providing an unique and intense environment through effects and large environment obstacle
Mission Type:
Multiplayer CTF Level / Game
Play Time:
15 – 30 minutes per match
Creating the Maps & layout
Kismet & Scripting contributions
Flying Volcanic Rock (Gameplay Hazard)
The Flying Volcanic Rock was a piece of gameplay added to create more interactivity for players within the game-space environment for this CTF Multiplayer map. The purpose was to create a surreal experience in which "toys" were fighting within a cartoon environment, but still had elements of the real world influencing the level, such as Volcanic rocks that would smash into the world.
Technical Details:
We created a remote event specifically for a volcanic rock, and gave it several paths it could path from the mouth of the Volcano, to the ground it would hit. Attaching special effect particles, we put together our flaming volcanic rock, and used a Matinee sequence to generate its "overall" flying behavior. Lastly, we placed specific decals around possible landing sites, and based on which rock remote event was called, after it hit the ground, it would be toggled on and off, to provide the effect of hitting the ground.
The Flying Volcanic Rock was a piece of gameplay added to create more interactivity for players within the game-space environment for this CTF Multiplayer map. The purpose was to create a surreal experience in which "toys" were fighting within a cartoon environment, but still had elements of the real world influencing the level, such as Volcanic rocks that would smash into the world.
Technical Details:
We created a remote event specifically for a volcanic rock, and gave it several paths it could path from the mouth of the Volcano, to the ground it would hit. Attaching special effect particles, we put together our flaming volcanic rock, and used a Matinee sequence to generate its "overall" flying behavior. Lastly, we placed specific decals around possible landing sites, and based on which rock remote event was called, after it hit the ground, it would be toggled on and off, to provide the effect of hitting the ground.