Frontline - FPS Game/Level Design (UE4)

A stretch near the end of the level where the player is assailed by enemies from around corners and on the ledges of the trench.

A stretch near the end of the level where the player is assailed by enemies from around corners and on the ledges of the trench.

A video walkthrough of the main and sub menus as well as the victory screen.

A small offshoot of the main trench area that offers the player some health, ammo, and collectible intel.

A small offshoot of the main trench area that offers the player some health, ammo, and collectible intel.

A shot of the final exterior section of trench. The player can see peaks of the city they're trying to reach peaking above the trench ledges.

A shot of the final exterior section of trench. The player can see peaks of the city they're trying to reach peaking above the trench ledges.

The final gate (top left) the player needs to open before heading to the exit.

The final gate (top left) the player needs to open before heading to the exit.

The barracks section of the underground trenches/bunker. The player needs to unlock a gate to proceed forward.

The barracks section of the underground trenches/bunker. The player needs to unlock a gate to proceed forward.

The second stretch of exterior trench the player encounters. A depth shader was used to create the puddles in the pit portion of the trench.

The second stretch of exterior trench the player encounters. A depth shader was used to create the puddles in the pit portion of the trench.

The underground trench the player passes through after opening the disabled gate by activating the generator.

The underground trench the player passes through after opening the disabled gate by activating the generator.

A view of the battlefield beyond the trench from above the disabled gate. Blown out military vehicles and impact craters dot the landscape showing evidence of a long and brutal battle.

A view of the battlefield beyond the trench from above the disabled gate. Blown out military vehicles and impact craters dot the landscape showing evidence of a long and brutal battle.

The trenches are meant to be a much brighter environmental when compared to the underground bunker sections. Explosions detonate all our the ledges of the trench while planes fly overhead.

The trenches are meant to be a much brighter environmental when compared to the underground bunker sections. Explosions detonate all our the ledges of the trench while planes fly overhead.

A series of cable actors are used to connect the closed gate (which the player needs to open) back to the generator in the bunker the player previously passed.

A series of cable actors are used to connect the closed gate (which the player needs to open) back to the generator in the bunker the player previously passed.

The bunker sections were deliberately small and dark with contrasting light to give the player an uneasy feeling navigating these underground spaces. A post-process volume was used to control shadow coloring and add some more bloom.

The bunker sections were deliberately small and dark with contrasting light to give the player an uneasy feeling navigating these underground spaces. A post-process volume was used to control shadow coloring and add some more bloom.

The corridor leading to the generator the player needs to activate in order to continue. This is the first obstruction challenge the player faces.

The corridor leading to the generator the player needs to activate in order to continue. This is the first obstruction challenge the player faces.

Most of the exterior trench sections have two stories of height, the pit area in the center and the flanking ledges. The player frequently needs to loop around the trenches to reach the various areas allowing the space to be reused.

Most of the exterior trench sections have two stories of height, the pit area in the center and the flanking ledges. The player frequently needs to loop around the trenches to reach the various areas allowing the space to be reused.

When entering the final bunker the player needs to move through a few of the turret chambers to bypass a damaged corridor.

When entering the final bunker the player needs to move through a few of the turret chambers to bypass a damaged corridor.

A flashlight fallen on the ground, still shining, was used to draw attention to the hole in the bunker wall that players need to head through.

A flashlight fallen on the ground, still shining, was used to draw attention to the hole in the bunker wall that players need to head through.

Mesh Spline actors were used to create more variation in the "pipes" that added detail to the otherwise flat bunker sections.

Mesh Spline actors were used to create more variation in the "pipes" that added detail to the otherwise flat bunker sections.

A layout draft done in AutoCAD prior to beginning the blockout phase.
When drafting a layout, I typically draft several iterations/ideas on paper before producing a finalized draft in AutoCAD.

A layout draft done in AutoCAD prior to beginning the blockout phase.
When drafting a layout, I typically draft several iterations/ideas on paper before producing a finalized draft in AutoCAD.

Frontline - FPS Game/Level Design (UE4)

A small (single level) first person shooter developed using the Unreal Engine 4 and its FPS Template. This project was made for a school assignment meant to introduce students to using blueprints and the Unreal Engine and was my first project using the Unreal Engine 4.
The player fights their way through a trench system on a battlefield attempting to retreat into the village behind the trenches. Enemies attack the player from within and above the trench while the player needs to unlock sections to proceed to the exit. This was my first solo project using Unreal Engine 4.

The project was completed over the course of four weeks. The first week was dedicated to the geometry blockout while the second week saw most of the gameplay implementation. Week three was used to implement the art and polish/bug-test the gameplay while the final week focused on the UI and menu implementations.

The environmental models and most materials/textures were produced by Synty Studios (Polygon War! Asset Pack).