UE5 Introduction to Development in Game Engine

Blueprints

1

12 weeks


‘An introduction to creating games in Unreal Engine using version 5.2.1’

First Year Trimester 1 University project

Grade awarded: A

Blueprints, design

Introduction to UE5 and Level Design

This project had the constraints of the whole game must be contained within a predefined cube area.

My design to get the most of the space had the cube split into 4 layers, which each served as a sublevel of the game, each level demonstrates different parts of the implementation.

Layer 1 - Cloud Layer

Layer 2 - Farm layer

Layer 3 - Cavern Layer

Layer 4 - Boss

The layers are designed in a way that means you have a soft requirement to complete the layer before to be able to progress through the current layer.

UI elements including HUD, pause screen, victory and game-over screen.

Character controller, object scripting

Cloud Layer

Demonstrates moving, and rotating platforms.

Introduces the player to the movement control scheme

Usage of trigger box to control some movement

Fall damage prevents the player from jumping to the floor

World Interaction, AI, Items

Farm Layer

On the farm layer the player must prepare to enter the cave. The player needs to gather fruit and fill the basket in front of the shed to open the door. This rewards a flashlight and the key to the gun cabinet.

The fruit grown in the field Infront of the house, this field also has rats which look for fruit and try to eat it, if they see the player they run away for a couple seconds then return to looking for fruit to steal.

Once the gun is collected the player is ready to go into the cavern.

AI, Lighting, Maze

Cavern Layer

The cavern layer requires the flashlight to complete.

It consists of a small maze in complete darkness.

There is a modified version of the farm rats that are not scared of the player but run around the cavern patrolling between random points.

Rat King

Boss Layer

A simple enemy to finish off the level.

Scaled up rat model with a crown that chases the player.

Victory screen triggers upon killing it

Game over screen triggers on death