Overview

This project marked my introduction to Unreal Engine 5, and I aimed to create a first-person game inspired by the stealth mechanics of Dishonored. It served as a valuable learning experience, allowing me to gain hands-on proficiency with blueprints and become comfortable with the engine's capabilities through a practical "learn by doing" approach.

Overview

This project marked my introduction to Unreal Engine 5, and I aimed to create a first-person game inspired by the stealth mechanics of Dishonored. It served as a valuable learning experience, allowing me to gain hands-on proficiency with blueprints and become comfortable with the engine's capabilities through a practical "learn by doing" approach.

Unreal Engine 5

Unreal Engine 5

Unreal Engine 5

Game Design

Game Design

Solo

Solo

4 weeks

4 weeks

Game premise

Game premise

You assume the persona of Isolde Ravenscar, a deadly assassin betrayed by former comrades and marooned on a remote prison island off the coast of London. Your ultimate objective: eliminate the corrupt warden and secure passage on the ferry back to the heart of London. Utilize Isolde's extraordinary abilities to outmaneuver foes and manipulate the environment to her advantage.

You assume the persona of Isolde Ravenscar, a deadly assassin betrayed by former comrades and marooned on a remote prison island off the coast of London. Your ultimate objective: eliminate the corrupt warden and secure passage on the ferry back to the heart of London. Utilize Isolde's extraordinary abilities to outmaneuver foes and manipulate the environment to her advantage.

LEVEL DESIGN

LEVEL DESIGN

Level Layout

Level Layout

The level is situated on a secluded prison island, which complements the stealth theme by amplifying the fear of solitude and isolation.

The level is situated on a secluded prison island, which complements the stealth theme by amplifying the fear of solitude and isolation.

References

References

Drawing inspiration from Dishonored 2 and the Victorian era of London, I crafted the block out to reflect the unique aesthetics and atmosphere of both sources.

Drawing inspiration from Dishonored 2 and the Victorian era of London, I crafted the block out to reflect the unique aesthetics and atmosphere of both sources.

Onboarding

Onboarding

The initial segment of the level follows a more linear path to introduce players gently to the sneaking mechanics, allowing them to avoid enemies. Once players reach a specific location, they acquire a teleport ability, granting them freedom to approach the end goal as they see fit.

The initial segment of the level follows a more linear path to introduce players gently to the sneaking mechanics, allowing them to avoid enemies. Once players reach a specific location, they acquire a teleport ability, granting them freedom to approach the end goal as they see fit.

Using Scale

Using Scale

Leveraging the scale of buildings, I guided players to key destinations within the game, allowing architecture to serve as a natural navigation tool.

Leveraging the scale of buildings, I guided players to key destinations within the game, allowing architecture to serve as a natural navigation tool.

Vantage Point

Vantage Point

The plan is to guide players to a unmissable vantage point where they can see three different paths, giving them the freedom to choose how they want to approach the situation.

The plan is to guide players to a unmissable vantage point where they can see three different paths, giving them the freedom to choose how they want to approach the situation.

Lightning

Given that this is a stealth-based game, my intention was to create a dimly lit environment, employing a combination of strategic lighting and directional cues to guide the player effectively. Simultaneously, I aimed to pique the player's curiosity and encourage exploration by offering multiple paths to the end goal.

Given that this is a stealth-based game, my intention was to create a dimly lit environment, employing a combination of strategic lighting and directional cues to guide the player effectively. Simultaneously, I aimed to pique the player's curiosity and encourage exploration by offering multiple paths to the end goal.

LEVEL SCRIPTING

LEVEL SCRIPTING

Modular

Modular

I aimed to create most of the game's mechanics in a modular way to ensure

reusability across the level.

I aimed to create most of the game's mechanics in a modular way to ensure

reusability across the level.

Player Controller

Player Controller

I wanted to craft a highly immersive first-person controller by implementing mechanics like headbobbing and finely tuning varibles to ensure that players would feel deeply connected to the game world.

I wanted to craft a highly immersive first-person controller by implementing mechanics like headbobbing and finely tuning varibles to ensure that players would feel deeply connected to the game world.

Player Teleport Ability

Player Teleport Ability

Players are provided with a teleportation skill that allows them to reach greater heights within the level and evade enemies by quickly blinking to safety.

The teleport ability incorporates a slow-motion effect during its placement, providing players with the opportunity to calculate their moves and engage in more strategic decision-making.

Players are provided with a teleportation skill that allows them to reach greater heights within the level and evade enemies by quickly blinking to safety.

The teleport ability incorporates a slow-motion effect during its placement, providing players with the opportunity to calculate their moves and engage in more strategic decision-making.

Enemies

Enemies

I implemented an enemy using pawn sensing to create a patrolling behavior within a specified area, following a randomized pattern.

I implemented an enemy using pawn sensing to create a patrolling behavior within a specified area, following a randomized pattern.

Interactables

Interactables

Incorporating interactive objects like doors to enhance the game's realism and encourage players to engage in exploration, adding depth and immersion to the world.

Incorporating interactive objects like doors to enhance the game's realism and encourage players to engage in exploration, adding depth and immersion to the world.

Reflections

Reflections

This project has been highly rewarding for me, as I've had the opportunity to learn and apply essential level design principles, gaining valuable insights into their deployment. Working extensively with Blueprints allowed me to gain valuable insights into visual scripting and establish an efficient workflow. Over the course of the four-week project, I successfully transformed a significant portion of my vision into reality.

I would like to revisit this level and integrate a stealth detection system while also dedicate more time to enhancing the high-fidelity blockout. This will help better communicate and realize the core concept of the level.

This project has been highly rewarding for me, as I've had the opportunity to learn and apply essential level design principles, gaining valuable insights into their deployment. Working extensively with Blueprints allowed me to gain valuable insights into visual scripting and establish an efficient workflow. Over the course of the four-week project, I successfully transformed a significant portion of my vision into reality.

I would like to revisit this level and integrate a stealth detection system while also dedicate more time to enhancing the high-fidelity blockout. This will help better communicate and realize the core concept of the level.