Retro Shooter Project
This is a Group Project I created during my Masters year at University
The aim was to create a retro game.
I decided to create a shooter in the feel of Goldeneye & Perfect Dark, taking inspiration from the level design and mechancs of the time.
Specific things intentionally implemented were:
No jump
Generally more boxy rooms with shorter lines of sight & doors to break up sections. Any larger areas were intentionally kept simple.
date: Jan 2022 - current
Role: Game designer/ Level Designer
Software used:
Unreal Engine 4
Adobe Photoshop
3ds Max/Kenshape
Trello
Mechanics in the level
Guns
THE PLAYER IS ARMED WITH A SEMI AUTOMATIC PISTOL, THE ENEMY IS ARMED WITH A RAPID FIRE RIFLE.
Grenades
THE PLAYER IS ARMED WITH A GRENADE. THE GRENADE KILLS ENEMIES & STUNS THE PLAYER, AFFECTING MOUSE SENSITIVITY & MOVEMENT SPEED WHILE STUNNED.
Doors
THERE ARE TWO TYPES OF DOOR, A NORMAL DOOR. (PLAYER INTERACTS TO OPEN) & A KEY DOOR (PLAYER NEEDS A KEY TO OPEN IT)
A COLOURED LIGHT INDICATES TO THE PLAYER WHETHER THEY ARE ABLE TO ACCESS THE DOOR OR NOT & AN AUDIO SOUND FOR THE KEY DOOR. "ACCESS DENIED" & "ACCESS GRANTED" VOICELINES
Enemies
THE ENEMY WILL SHOOT THE PLAYER IF THEY GET INTO LINE OF SIGHT
Death & respawning
THE PLAYER RETURNS TO CHECKPOINTS POSITIONED IN VARIOUS AREAS IN THE LEVEL
Traps: Electric floor
THE PLAYER HAS TO NAVIGATE A HAZARDOUS FLOOR TO PASS THROUGH.
THE FLOOR HAS 3 STAGES TO IT:
SAFE (GREEN/NO PARTICLES)
PREPARING/WARNING THE PLAYER:(ORANGE/LOW PARTICLE COUNT)
DANGEROUS: (RED/HIGH PARTICLE COUNT)
AUDIO CUE FROM BOTH THE ELECTRIC FLOOR & GENERATORS NEARBY
Traps: Moving death walls
THE PLAYER HAS TO AVOID A MOVING WALL, FOLLOWING A DEFINED PATH