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 utilizes 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

Design Process

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.

Step 1: Overview, Miro board, and references

Miro Board


Step 2: 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. After running through different setting ideas of how I want the layout and flow of each area to connect from one to another and the tram route through the station I ended up deciding on this as my initial 2d map and lay out. While I concluded on this as a start I was thinking of “wow” and “scare” moments and how the player will use not just traditional combat but also environmental through the telekinesis system I made in each space.

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?


Step 3: Metrics gym and modeling out props

Metrics gym

The metrics gym helped inform my level metrics through having a playground to test guns, height and width measurements, and combat. Using these areas I made helped with the flow of creating my level as I didnt have to test the height or width of certain objects/props or enemy health/ gun damage.

Shooting range to test guns.

Simple combat room to test enemies and weapons.


Height and width metrics

Modeled props

Next was modeling out all the props I planned to use for my level from big things like the tram to small things like desks and shelves.

All props modeled in Unreal Engine 5 modeling tool


Step 4: Creating the in house gameplay mechanics

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 on and off event made via Blueprint interface

  • made it an array to be able to activate multiple things

Power System Blueprints

Pressure plate Blueprint

Power Cable Blueprint

Power Core Blueprint

Telekinesis System

I created a telekinesis system where the player can pick up and throw certain environmental objects placed throughout the level.

  • Able to be used to be able to pick up the power cores

  • Able to be thrown at enemies to deal damage by impaling them with the object

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

Telekinesis System Blueprints

Telekinesis Blueprint

Damage to enemy Blueprint

Step 5 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

  • Simple resource management seen in survival horror

  • 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

  • Retains the simple gun play like traditional survival horrors while adding another layer to the combat

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

  • Player is encouraged to analyze the environment more to utilize objects against enemies

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

  • Expands combat beyond just guns

  • Makes analyzing the environment more crucial when in combat

Step 6 Mini boss/ Boss 

I created both a mini boss and final boss for my level. Each uses a system where they have spores attached to their body (like the eyes in Resident evil boss fights). For the mini boss the spores help take a chunk out of his health while the final boss once all the spores are popped the boss will die.

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

  • Popped spores will lower the mini 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

Step 7 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.

First Iteration

Medical wing iterations

  • Was a generic room

  • Lacked function or purpose

  • Felt out of place

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

Final Iteration

  • Recreated the room to become a Pharmacy

  • Gave the room purpose and a function

  • Made sense and fit more in the space

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

Central Control Iterations

 Cafeteria iterations

First Iteration

  • Was a generic hallway

  • Lacked function or purpose

  • Felt out of place for being next to a cafeteria

  • Made no sense as to why this would be here as it would be a high traffic area

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

Final Iteration

  • Removed hallway and expanded cafeteria

  • Made it even 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

  • 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

Area Flow iterations

First Iteration

  • Flow was confusing at first and felt odd

  • The player had to go to 1 to unlock 2 then go through 2 to unlock 3

  • This felt off and off put the flow due to making getting to 3 gated behind two different areas and objectives

Final Iteration

  • Redesigned layout improved flow and removed player confusion

  • The flow was simplified making the player go through 1 to unlock 2 then take the tram to 3 rather than what it was before

  • Removed the double gating and making the player do two different objectives to progress

Lessons Learned

Key Take aways 

  • Flow and playability: Throughout the development of my level, I conducted playtests, and through this process, I discovered that certain areas of the map fell a bit short, were a bit unreadable, some areas felt the same, some areas lacked purpose, and the flow in the second half the the level was not the best at first. Areas that initially felt good and read well to me were often not designed or communicated in a way that the player could easily understand. Examples of these areas are outlined earlier on this page.

Skills honed

  • UE5 Blueprints:  For this level, I developed a power system that activates different gameplay elements, power cable, power core, and telekinesis to enhance combat encounters

  • UE5 modeling tools: Coming into this I had some experience with using the UE5 modeling tools, but it was not to the extent of making something as big and complexed (at a primitive level for a blockout). I became more comfortable and efficient at blocking out meshes at different scales and details, from, stairs, boxes, rocks, and tables.