Rubyshark
Contributions
- Created a 20-25 minute Titan Fall 2 inspired block out in Unreal 4 using block out tools and blueprints.
- Provided initial LDD for the "Checkpoint" level from project leads so the level was based on that LDD with my own creative input spread throughout the stage with constant iteration.
- Met with the design team to provide updates on stage each week to stay held accountable and would have 1 on 1 meetings with the design leads every week to receive feedback and directly pitch changes I wanted to make in the level.
- Was initially brought on the project to prototype many Doom-styled combat arenas to be implemented into other main levels before being brought onto developing the "Checkpoint" level of the main campaign.
Rubyshark is a passion project being worked on by a team of upcoming game developers to create a Titanfall 2 inspired FPS action game filled with linear exploration mixed with Doom (2016) styled combat arenas.
Level Design
Being placed in charge of the the second to last level of the main campaign, I was able to build this stage that tests and challenges the player's abilities they have learned and refined from earlier in the game. So the stage doesn't need to spend any time teaching the player about shooting, wall running, etc. This is also the first stage in the game to introduce the Grapple Beam mechanic and I wanted to make full use of that in and out of combat. The entire idea behind this level is that you are "sneaking" through enemy territory through their front door as you are constantly progressing towards a massive wall that gates off the final level. Throughout the stage you are progressing closer and closer towards this wall as you climbing alongside a massive mountainside weaving in and out of cargo towers and security checkpoints with security getting tighter and tighter the further you get in.
The core of this stage is split into 2 distinct categories. Linear Exploration with platforming and light puzzle solving and then locked in combat arenas that take advantage of the player's arsenal of weapons.
The core of this stage is split into 2 distinct categories. Linear Exploration with platforming and light puzzle solving and then locked in combat arenas that take advantage of the player's arsenal of weapons.
Linear Exploration
This entire level is mostly linear but that doesn't mean it's just a straight line the whole time. I wanted each area to feel distinct and unique in terms of paving a way forward, the solution isn't always immediately obvious and the player will often need to stop and observe their surroundings. This was done so the player never defaults into a "autopilot" mindset where they are just always moving forward and mindlessly gunning down enemies.
Introductory Valley
The opening valley is a very short area that acts as a transition point between the end of the previous level, leading into the start of this one. It sets your expectations that you will continue traveling through a cramped valley before shattering those expectations with a vista. This shows sets the mood for the rest of the level as it shows the player their main objective of getting to that wall as well as showing the way they are going to get there.
|
After traveling down a zipline and defeating some enemies, the player will travel into a seemingly normal elevator. Midway through the player's ascent however, the elevator breaks down with no immediately obvious way out. This is when the Grapple Beam is introduced and used to aid in the player's escape.
Initially the elevator got up to the top just fine but that wasn't very exciting and the grapple beam didn't have a proper tutorial so I decided to kill two birds with one stone here. |
Bridge Fixing and Crossing
The bridge is out and the player needs to find another way across.
This area went through massive changes all throughout development, at one point the player had to wall run across a bunch of stuff being held up by various cranes and then needing to move those cranes into specific positions to get by but this proved to be too complicated and not very fun so this simpler design was implemented. |
Once done with the first major combat beat, the player is given a short reprieve through a sky bridge that takes full advantage of some fun grapple beam shenanigan's.
I kept going back and fourth on whether or not I wanted enemies in this segment but ultimately decided against it to keep the pacing balanced and not constantly throw enemies at the player. |
Cargo Tower Ascension
Crane Manipulation and Cave Exploration
The Final Stretch
The majority of the final stretch consists of combat which will be further explored in the combat section down below. This part of the level aims to combine every element that has been taught to the player up to this point with the grapple beam, the cranes, and button pushing to create a great set of final challenges.
|
Combat
Combat arenas and other smaller combat encounters are a staple part of this stage. Using the enemies and weapons provided to me by the team, I was able to create six distinct arena type areas that lock the player in and force them to use their platforming and shooting skills to defeat waves of enemies. I built the arenas and set up the encounter triggers myself using Unreal Blueprints alongside systems provided by the team.
Warehouse Battle
This is the first combat arena the player travels through in this level. As such I created it with the intent to test the abilities that they have gained from the previous levels. Through this intent I created a varied set of spaces separated by three levels of elevation all of which provide different advantages and disadvantages. The ground level cover's the player's head a lot so they can more easily avoid the flying drones but will have a harder time dealing the Assault and Charger enemies constantly giving chase. The top level allows the player to stay away from the grounded foes but makes the player vulnerable to the drones. And the middle level acts as the point that stitches these two elevations together and allow the player to access one or the other with ease. So it's up to the player to decide which level is most optimal at any given time and use their abilities to traverse between the two.
Cargo Tower Combat
As the second primary arena, I wanted to make add a couple twists to this one. Not only does the player need to keep mind of their footing due to the toxic substance littered all over the floor, they also now have access to a grapple point at the center of the stage. This allows them to get around much faster as well as make quick escapes if need be. This combined with the wall running around the exterior give's the player more than a few ways to deal with the enemies.
Crane Combat
This encounter is unique in the way that it is separated into 3 smaller arenas with some puzzle solving in between each fight. The first is a basic close quarters encounter with an Assault enemy. The second has the player fighting more enemies in close quarters, however they now need to make sure not to fall off the tower. They also need to make use of the center platform as cover from enemy fire as the Assault enemies will constantly be following the player so using the center platform as horizontal cover is essential. The last fight expands on this concept with the more aggressive Charger enemy who has the power to knock the player off of the platform if they aren't careful.
Outpost Battle
This first outpost is unique in the fact that instead of needing to defeat every enemy to progress. The player needs to wait for a crane holding a wall runnable platform to be moved into place. During this time, the wall will slowly move on and off the battlefield as it is moved into place, creating temporary cover for the player. Due to the timer, the player can simply avoid the enemies during this time and escape after the wall run is in place. But seeing as this is near the end of the level, the player may be low of resources and may be forced to fight the enemies to stock up on ammo and health. This gives the player agency over how they want to approach this section.
Outpost #2 Battle
This arena is also on a timer like the last one so the same rules apply. This one however takes full advantage of the player's grapple ability with 3 different grapple points spread around allowing for ease of access to any point of the arena. These points were intentionally placed so that no matter what angle the player grapples them at, it will take them to either a wall run or at least give them distance without bonking their head on anything.
The Final Battle
The final battle aims to combine a little bit of everything from the previous arenas and test the player on everything they have learned and endured in this stage. The area is split into 3 distinct towers connected by thin bridges and wall run panels as well as a grapple point in the middle which allows the player to access any other platform from where they currently are. The amount of enemies here is much larger than previously so the player needs to constantly change what platform they are on in order to avoid being overwhelmed. The use of the grapple hook, platforming over a pit and needing to keep an eye on footing, different layers of elevation, etc. This arena takes everything from previously to create the ultimate final test.
Check out the full release of Rubyshark when it releases!