VISUAL SCRIPTING ASSIGNMENT 
Futuregames Game Design Course Assignment (School Project)

This was the introduction course to Unreal Engine. The goal of the assignment was to have students familiarize themselves with the engine and its various components by creating a simple little game.
Implementations:
- Rigging the Car Pawn.
- Adding dynamic materials and setting up Vehicle Lights such as Brakes, Headlights & Tacho Light.
- Setting up the Car using unreal engine's Chaos Vehicle Movement System and assigning the physical values such as RPM, Torque, Suspension stiffness etc.
- Designing the levels.

Gameplay video with Commentary

Assignment Blockout
Assignment Blockout
Assignment Blockout
Assignment Blockout
NOSTALGIA - DESIGN
THEORY
Taking the Assignment to the next step
Nostalgia plays a significant role in video games, not only improving players' short-term well-being but also making the game especially interesting and engaging for its audience. According to many sources, the average age of video gamers is 35 years old. Many long-running franchises receive backlash from their fanbases due to the games' evolution over the years. The "Need for Speed" franchise is one such example. But how can we create something new while evoking a sense of nostalgia at the same time ?
In this project, the aim is to design a new "Need for Speed" game that triggers the nostalgic feelings of the player base using only the level design, following Kevin Andrew Lynch's urban planning principles. According to Lynch, humans perceive their surroundings by creating corresponding sets of mental images to make navigation through cities easier. These images are recalled in the mind when the city or district is referenced. Lynch identified five qualities that contribute to these mental images: Paths, Edges, Districts, Nodes, and Landmarks.
After analyzing and collecting these five elements from one of the fan-favorite classics, "Need for Speed Underground 2", a miniature city map was designed to implement these elements. The plan is not to copy and paste the elements exactly in shape and form, but rather to create different landmarks, streets, or roundabouts that carry similar forms and order of placement to recall the players' mental image of the original elements.
The project is still under development.
Project Miro Board
Project Miro Board
Research
Research
Narrative Design
Narrative Design
Mini City - Level Plan for the Project
Mini City - Level Plan for the Project
On-going construction of the Blockout
On-going construction of the Blockout
Project Blockout with the Car Pawn
Project Blockout with the Car Pawn

LEVEL DESIGN
ASSIGNMENT 
Futuregames Game Design Course Assignment (School Project)

For this course, students were required to plan, build, and refine a mid-game level in the Unreal Engine. This assignment was designed to challenge us with rapid prototyping, 3D composition, and mission structure. The task involved collaborating with team members (team sizes of up to 3 members) to create a segment/zone/level each, which tied well into each other considering theme, genre, and difficulty level. In this prototype, we utilized the "Horror Engine" tool to benefit from its built-in mechanics such as interactable drawers and lockers. 
After designing the goals and narrative flow on the level, we split up our efforts into sections. The Med Bay was my section to design and implement into our project.

Gameplay video with Commentary

Level Design - Whiteboard
Level Design - Whiteboard

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