Friday 20 December 2013

Spooky Level Design

I'd like to first start off by saying that I really enjoyed this project/assignment and have sent a lot of time on it as well as helped other to complete their work. The point of the assignment was to set up two cut-scenes, add some animations on to some of the allies/enemies, and connect it all together using Kismet (ex. If you step in this trigger, do this, etc.). Here are some screenshots of some parts of my level. I wasn't able to capture it in video, so this is the best I can do for you.

Overview of level.
What the player will see after the first cut-scene.

Broken down ship to show that you have just crash landed.

Spooky path with custom particle effect.

Where the player must go in order to progress.

What's this, a secret area?

Yep, secret area including a dancing NPC you can talk to.

Part of the first cut-scene that does a fly-through of the level.

After defeating the enemy that spawns, the back gate opens. (Not sure why the materials wasn't saving properly, so that's why you see a blue/white pattern. It was fine for my final hand in, and while I'm in editor mode. Odd.)

Walk to the newly opened gate and you're greeted by this message.

Car Chase At Dusk


Music: Kavinsky - "1986"

Cube Obstacle Layout - Final


After completing the block out, I fixed some timing and curves. This is the final pass.

Blending Different Cycles

This is to show the blends between my idle, walk, run and jump cycles, then doing it again in reverse.