Devlog v1.0


I made this game on my own in about a week's time. The environment assets were found on the unreal marketplace called Modular SciFi Season 1 Starter Bundle by Jonathan Fredrick. All mechanics and other interactable assets were made by me.

This was a level made as a final project for my Level Design class at UCF. The focus of the assignment was to create a level with a critical path of roughly 2 minutes and to have at least 2 non-movement skill-based mechanics. Those mechanics for me were the 3x3 grid puzzle, the timed enemy chase sequence, and the final door sequence with codes scattered throughout the map.

I kept a small design document (attached) at the start of the project to keep my bearings and intended design straight while I worked on constructing the level in Unreal 5.0. The only changes made from the document to the final level are the removal of the descriptive papers on the containment cells (for production time purposes) and the altering of the rotating pipe puzzle in exchange for the code sequence. That way the player doesn't have to learn a completely new mechanic at every checkpoint, and use their problem-solving skills with the 3x3 grid instead. This also encourages the player to be observant and memorize these (hopefully obviously important) features that are placed around the map.

Known issues:
The final respawn location may bug out the second checkpoint door, leaving it stuck in an open position.
The first respawn location faces the player in the wrong direction.
The enemy uses a pre-determined path to "chase" the player rather than just actually following them, this can result in going around the enemy and having limitless time to complete the last two checkpoints.
The lighting on the "lockdown" button is too harsh and makes it difficult to read the sign.

Files

Level Design Document.pdf 187 kB
Apr 28, 2023

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