lAZARUS STATION

sOLO pROJECT uNREAL ENGINE 5 BLOCKout

Lazarus station

RESPONSIBILITIES:

  • Designed layouts of the entire map.

  • Modeled and built the map in UE5, including small scale props, architecture details and pieces, and tram. 

  • Implemented AI, gameplay, asset packs for gameplay. Designed telekinesis system, objectives and modified enemies for different types and for mini boss/boss.

SOFTWARE USED: UE5, Blueprints, Block mesh, UE5 modeling tool, Illustrator, Splines. 

ASSET PACKS USED: Advanced Survival Horror, 4k blood pack, nebula sky box, dying breath death poses. This can all be found on FAB

Design Intentions:

  • Design a intense an immersive survival horror experience.

  • Design spaces that utilize both environmental combat and traditional combat capabilities.

  • Improve scripting skills by modifying existing scripts to work with new ones and creating new scripts.

  • Build a complete level with a start, middle, and end.

  • Create combat encounters that provide room for different approaches to use the weapons and tools the player is provided with.

Full Walkthrough

2d level Map

Miro Board

Overview, Story Beats, and References

I start with planning using a Miro board. Here I write down my ideas and organize the level flow and story beats. I also include my 2d map and gather references for the areas and objects I plan to create and put in my level.

First 2D map and putting the ideas together

My next step was to hop into illustrator and start creating a 2d map of what I wanted the map for my level to look like. This is the original map that changed drastically as I created the level in engine.

Initial questions 

  • How will this space feel to the player?

  • How can I combine telekinesis and traditional combat elements in these spaces?

  • Is there too much back tracking?

  • How can I keep the player on edge and scared?

Metrics gym

Metrics gym and modeling out props

I created a metric gym to help with scale and functionality

Shooting range to test guns.

Simple combat room to test enemies and weapons.

Height and width metrics

Modeled props

All props modeled in Unreal Engine 5 modeling tool

 Combat 

Traditional combat vs Traditional + Environmental Combat

Traditional Gun only combat

  • Simple gun play like traditional survival horrors

  • Player only has to manage and think about the resources they have on hand

  • Limits gameplay and combat interactions to just guns

  • Analyzing the environment isn’t as encouraged or crucial to combat

Traditional Gun and Environmental throwables combat

  • More complex combat with not just gun play but also using objects in the environment

  • Player not only has to manage and think about the resources they have on hand but now also those provided by the environment

  • Adds another layer to the resource management mechanic of survival horrors

  • Makes analyzing the environment more crucial when in combat

Blueprints 

Power System

I created a power system that uses a pressure plate and when a power core is placed on it a power cable will fill up with electricity and once its fully filled power on a given actor or script. Able to be used to activate anything from doors, sequencers, enemy spawning, etc.

Power System Blueprints

Pressure plate Blueprint

Power Cable Blueprint

Power Core Blueprint

Telekinesis System

  • Able to be used to be able to pick up the power cores and solve puzzles

  • Able to pick up objects to be thrown at enemies to deal damage by impaling them

  • Creates different combat choices allowing the player to utilize more than just the weapons provided

Telekinesis System Blueprints

Telekinesis Blueprint

Damage to enemy Blueprint

 Mini boss/ Boss 

Mini Boss

  • Has two spores that act as crit points the player can pop

  • Popped spores will lower the mini boss’s health

  • When both spores are popped the player will have to continue fighting to finish off the mini boss’s remaining health

Mini boss added code functionality to its blueprint

Final Boss

  • Has three spores that act as major crit points the player can pop to lower Boss’s health

  • When all spores are popped the Boss will be defeated and die

  • If the player doesn’t land spore shots their damage to the boss will still lower its overall health but popping all three spores is how the player needs to defeat the Boss

Final boss added code functionality to its blueprint

Frequent Iterations

Throughout designing my level I made frequent iterations to multiple spaces. The overall issues I ran into with these spaces was that they felt roughly the same, lacked real purpose and/or functionality.

Area Cuts and flow iteration

First Iteration

  • Had solid, unique, and memorable gameplay/ spaces but entire area hurt flow and pacing

  • Cutscene was fitting for the story and had unique spaces but ultimately didn’t blend well with the created atmosphere

  • While different was still a lock and key encounter to unlock tram just like the medical section before hand

  • Tend to make the player feel disconnected and slightly exhausted with the feeling of constantly being blocked at every turn.

Full walk through of first isolated area iteration

Final Iteration

  • Improved flow by eliminating a unneeded player block/gate and use of similar encounter

  • Removed cutscene

  • Survivor interaction created a sense of hope, humanity, and fleeting feeling that contrast from the rest of the level

  • Players felt less exhausted and being blocked by a same reason

Full walk through of final isolated area iteration

First Iteration

Medical wing iterations

  • Was a generic room that Lacked function or purpose

  • Felt out of place and didn’t read well and created uncertainty of what it really was

Final Iteration

  • Recreated the room to become a Pharmacy

  • Was more readable to players and didn’t feel out of place

Central Control Iterations

 Cafeteria iterations

First Iteration

  • Was a generic hallway that Lacked function or purpose

  • Felt out of place for being next to a cafeteria due to being a high traffic area

  • Didn’t read well and created uncertainty of what it really was

Final Iteration

  • Removed hallway and expanded cafeteria and made it more readable with a added kitchen rather just a food bar

  • Made the space more impactful changing it to house a mini boss fight

  • Redesign implemented two different figure eight loops and more impactful negative space for the player to move around during the mini boss fight

 Second half of central control iterations

First Iteration

  • Was another generic hallway that lacked function or purpose

  • Felt out of place completely

  • Didn’t read well and created uncertainty of what it really was

Final Iteration

  • Redesigned space to become a crew quarters

  • Added a general path as just the crew quarters wouldn’t make sense when fitting in the whole station

  • Made the player move between the general path and going through the crew quarters making it more impactful and flow better