Gameplay Trailer (1:03)

Long Play Video (9:10)

Level Design Progression from Blockout to Final Pass

Left: designs for the tracing system I would use to inform the game of what type of dynamic movement a player was to engage in.


Right: one of the potential (and the final) solution for detecting the light level that would affect the player’s ability to be seen.


See the full document below.

Under the Veil

ROLES

Game Design

Level Design

Gameplay Scripting


FOR

Staffordshire University


DATE

September 2018 – April 2019


TYPE

Student Project (Solo)


DEVELOPED IN

Unreal Engine 4


DESIGN DOCUMENT

http://bit.ly/2G1WH6u


DOWNLOAD GAME

http://bit.ly/2R1a4Jc


KEY WORK

  1. 1. Researching into the stealth game genre, understanding the established design philosophies of the genre and using this to influence my own work
  2. 2. Designing and scripting many game systems including AI, movement, lighting, interaction and objectives
  3. 3. Designing game flow and structure
  4. 4. Designing a level to demonstrate all of the implemented systems, using learnt level design techniques

Under the Veil is a stealth game created for my Final Year Project at Staffordshire University. It was an exploration of the design philosophies behind the stealth genre.


Over the course of the year, I learnt many design techniques falling under trees such as AI design, movement design and controls, game flow and level design.


The project was scripted using Unreal Engine’s Blueprint system, with a sprinkling of C++ where necessary.


The project features the Polygon Adventure and Knights asset packs by Synty Studios.