Ola(2021)
Roles:
Gameplay Scripter
Animation Scripter
Level Designer​
Engine: Unreal Engine 4
Team Size: Solo
Duration: 5 Months
Platform: PC
Programming: Blueprints
Overview
As part of my 4th year honours project at university I developed Ola. The prototype aimed to serve as a portfolio piece and as the base for my research project.
The core concept of the project was to be a 3D, third person, role playing adventure game. The player can play with up to one other friend, over a networked connection, as they explore an island and it's secrets. On their adventure, they can collect gear and interact with characterful personalities. With all of this, the island is built to utilize architecture and art framing techniques throughout, in order to understand how they might influence player behaviour and pathing.
Gameplay scripting
Scripting Overview:
Working solo on the project I prototyped mechanics and gameplay systems. Additionally, I would create tools to help streamline my development. The entirety of the project is developed in Unreal Engine Blueprints.
To create the prototype of the project I had to not only learn how to create networked mechanics but would also have to learn new engine systems and tools, such as Unreal Engines water system.
Features: ​
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Open world roaming NPC that the player can interact with
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Developed tools to create large scale paths for AI
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Open world boss fights with varying behaviours based on players gameplay style
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Simple swimming and sailing mechanics built using Unreal 4's water system
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Procedural dungeons with randomised segments, enemies, items and sizes
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A combat and loot system with randomised stats and rarities
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All mechanics are built with rudimentary or complete working networking compatibility
Level Design
Level Design Overview:
Level Design was the core of my honours dissertation. I chose to focus my research on investigating existing art and architectural framing techniques together with architecture theory and their effectiveness in affecting player pathing.
Features: ​
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Iterative development model
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Conducted player research studies and iterated based on findings
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Developed fun, engaging and natural path formations
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Encouraging player exploration through design theory
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Utilised architecture theory and art framing techniques
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Applied a cheap procedural method of generating organic space using split peas and corn to form islands
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Segmented level design to help players compartmentalise the 3D space
Animation Scripting
Animation Scripting Overview:
While working on Ola I ran a lot of scripts through timing of animations which allowed me to better understand the systems for character animations. Later in the project, I would add some basic procedural animation to the character.
Features: ​
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Procedural step height for collision surfaces
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Procedural hip bob height when walking up and down slopes
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Procedural head rotation
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All fully network compatible