master reboot - MISSION 03 - “street memory”

OVERVIEW

Imagine a world where death is no longer final, where precious memories are saved to enjoy forever, where your soul is immortal, welcome to the Soul Cloud. Upload your soul to our dedicated servers and relax knowing that a part of you will live on, for eternity. That favourite holiday, happy moments from your childhood, meeting that special someone for the first time. All these memories saved for your digital soul and your family to revisit again and again. The Soul Cloud - saving your past to secure your future. 

I was tasked with making and scripting “Street Memory”, the third level of the main story. I was responsible for

iterating with a level map layout design, further scripting the level game play scenarios and narrative in addition to lighting.

With this is mind I planned out some design goals which would improve the overall mission.

  • Carry out various tests for length of play to still be fun.

  • Revise between first and 3rd person control for immersion.

  • Revise player path for better player control.

See below for detailed information.

Platforms:

PS3, PC, Wii U

Tools Used:

Unreal Engine 3, Maya

Duration:

3+ months

Team Size:

20+

Role :

Level Designer/Artist


gameplay video

Here is a full play through of the mission.

Running time: 2 Minutes, 20 seconds


MASTER REBOOT - MISSION 05 - “fairground MEMORY”

overview

I was tasked with making and scripting “Fairgound Memory”, the fifth level of the main story. I was responsible

for iterating with the map layout design, further scripting the level game play events, cutscenes, narrative in addition to

lighting.

The level is particularly heavy with player interaction based puzzles/sequences to make the map more fun and interesting for the player.

Designed around 7 main objectives, revolving around shooting mechanics, pushing mechanics and more traditional solving

puzzles around the main level. 

See below for detailed information.

Platforms:

PS3, PC, Wii U

Tools Used:

Unreal Engine 3, Maya

Duration:

3+ months

Team Size:

20+

Role :

Level Designer/Artist



Level Map

Level map layout,

Bumper Car puzzle layout

Bumper Car puzzle layout

The bumper cars, was one of the 1st puzzles that I created during the development process of the map. Using a simple colour coordination puzzle, the player simple has to put back the bumpers cars in the correct coloured area.

The player does this by using main games push mechanic to push cars off/against walls and off each other allowing multiple challenges when playing this particular puzzle.

This was done using control gravity physics and surface properties, in addition to a custom use for the gravity gun ability.                  


gameplay video

Here is a full play through of the mission.

Running time: 7 Minutes, 10 seconds


MASTER REBOOT - MISSION 07 - “ temple MEMORY”

overview

I was tasked with making and scripting “Temple Memory”, the second to last level of the main story arc.

I was responsible for iterating with the map layout design, further scripting the level game play events, cutscenes, narrative in

addition to lighting.

See below for detailed information.

Platforms:

PS3, PC, Wii U

Tools Used:

Unreal Engine 3, Maya

Duration:

3+ months

Team Size:

20+

Role :

Level Designer/Artist


Temple Map

Level map layout, Click image to Enlarge


gameplay video

Here is a full play through of the mission.

Running time: 2 Minutes, 30 seconds


DETAILED INFO

Level Design & Building

  • Adjust level geometry to improve player movement flow..

  • Place and created level objects.

  • Place decals to help player navigate around level.

Scripting

  • Overall level scripting for puzzles and interactions.

  • Hook up custom animations throughout level (Ai cars and player car controls, fairgound wheel, camera animation, many more ).

  • Checkpoint markers for player direction.

  • Scripted player movement cameras and camera areas to highlight relevant mechanics.

  • Puzzle objective setup.