FPS Experience
Breakdown
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Solo project spanning 6 weeks. (Halfspeed 4h/day)
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Focus on hollistic FPS experience
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Unreal Engine 5
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Scripting
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Gameplay Events
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Player & AI
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AI Spawn System
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Optimisation
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Goals
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To create a immersive, gameplay driven, first-person horde shooter experience
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Communicate design with form & gameplay
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Create mood using form & lighting
Story Summary
The Command has lost contact with an allied strike team deep within the enemy territory. Your job is to go in there, find out what happened and either regain contact if they are still alive or if not - collect their data and extract.
Top-Down Deepdive
ESCAPE
Now, the player must fight their way through to the Valkyrie ship that lands in front of them and extract. This area acts as a high-paced resolution to the mission where enemies are coming from all directions, giving the player the satisfying feeling of escaping just in the nick of time.
CATHEDRAL
Fighting through the cathedral, the player makes their way to the end of it. Here, the player discovers the corpses of the fallen strike team that they were sent to investigate. Now, the player must deploy a drone to analyze the corpses. As the drone takes its time to collect the data, endless hordes of enemies start attacking the player from the cathedral entrance. This sequence of events acts as the climax of the mission.
CITY
STREET
Here, the player exits the narrow environment of the living quarters and enters the massive open street. I start off the area by deliberately misleading the player via a red herring (in the form of a lit path as well as loot). After which, the player is revealed to the massive cathedral, which will later act as the climactic area. Here, the player is also shown the aftermath of an ambush that took place earlier. This is the narrative bit which the player was sent to investigate.
QUARTERS
The living quarters combined with a factorial pipeline in this mission are used to create a contrasting space compared to the areas prior and later - being more claustrophobic and leading to more close-quarters combat. This area also starts off with a safer room containing a healing station, giving the player a short break before the combat intensifies. This is used to avoid combat fatigue for the player.
CRASH
SITE
This area starts off with a sequence of a Valkyrie ship crashing right in front of the player. This both leads the player in the right direction aswell as it creates an illusion of a dynamic world for the player can then player around the crash site. The crashed ship separates the street, creating multiple paths for the player. One is faster but riskier, while the other takes more time but is safer.
START
MOLTEN
PIT
This is where the first action takes place. I give the player a lot of prospect throughout this encounter, but not a lot of refuge. The goal for me here is to create forward momentum for the player - to give them an incentive to push forward.
START
END
INTRO
The Intro section serves multiple purposes. Primarily, it introduces the world to the player and immerses them in it. It also foreshadows the middle section of the mission, creating suspense and anticipation for the player. I would have loved to add an intro voice-over that would relay the narrative to the player.
START
EXIT