About:
This is the 10-week "FPS" project made in 10 weeks (part time). The game is a Destiny-inspired lootstravaganza with over 7 billion procedurally generated guns. In this project I created levels and took the graphics designers models and put them inside of the game with their corresponding components. |
Specification:
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Credits:
- Level Design - Carl Ahlberg and Christofer Schenström.
- Programming - Felix Malmborg, Marcus Göransson, Christoffer Wardh, Markus Rosensköld, Patrik Görling and Joakim Ekbladh.
- Graphic design - Jonatan Hagström, Benjamin Sjöberg and Anton Sander.
Documentation:
This cooperative fps gameproject was quite interesting to work on. We decided to have "Destiny" as our reference game. Which is interesting due to the fact that the game has a lot of loot. It seemed like a certain overscope too actually have a lot of loot but the programmers convinced us that it could be achieved within the deadline. This could be achieved by having our weapons statistics and visuals randomly generated. The weapons was built in the modules; "stock", "front barrel", "rear barrel", "reciever", "handguard", "skin" and "magazine". The weapons also had five types which is; "Sniper", "DMR", "Shotgun", "Assault Rifle" and "handgun".
This cooperative fps gameproject was quite interesting to work on. We decided to have "Destiny" as our reference game. Which is interesting due to the fact that the game has a lot of loot. It seemed like a certain overscope too actually have a lot of loot but the programmers convinced us that it could be achieved within the deadline. This could be achieved by having our weapons statistics and visuals randomly generated. The weapons was built in the modules; "stock", "front barrel", "rear barrel", "reciever", "handguard", "skin" and "magazine". The weapons also had five types which is; "Sniper", "DMR", "Shotgun", "Assault Rifle" and "handgun".
In this gameproject we were two level designers. As previous game projects we started creating top downs. We created two each which included the mission flow aswell as the different areas that we later on would create. We wanted each level to end with a boss fight to give each level an epic ending.
As fast as the programmers had prepared support for us to build inside the map editor we started to block out two of our levels from the top downs we previously had made. This was using the placeholders I had created. While blocking out our levels the artists were successively replacing our placeholders. |
When we had finished blocking out our levels we realised that we probably wouldn't be able to detail and script all of our levels in time for the deadline. Thus we did the only thing we could, we had to cut one of our maps each from the game. The map that I choose to cut was the second level. This was because I didn't plan having a boss room in that particular level. Thus it was one of the levels to be removed.
During the detail process we encountered a lot of problem using the physX plugin for Maya. It caused problems in the way it was applied to the objects. It also caused major fps issues which led to that we had to optimize our levels using clip brushes on as many areas that we could aswell as removing excessive details. I also had to scrap the idea of having a sand filled room which was too performance heavy. |
When the game was released we were glad to see that we had created a finalized product. We were also happy with everything we had achieved in such a short time frame.