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Scrap Gunsmith

Background about the project

This was my second group project using unreal engine 5, I was the level designer and came up with part of the concept for the game. The Game is an top down shooter where the player has a weapon that has interchangable weapons attachments. The attachments effect the weapons stats and slightly their behavior. The basic stats are fire rate, reload speed, accuracy and base damage. The unique attachments were either a sniper barrel whcih heavly decresed the fire rate but high raw damage out put. Second one was a shotgun which shot many bullets but at the cost of raw damage.This was a 5 week project starting with a prototyping stage of a week before. The devolpment team was me, three other designers and two programmers as a base group. Later on we got an artist which made the gun and it's components and also musicians which made the sound track for the game. 

When We came up with the idea of how we wanted to make the Level we thought of making it more randomised so that the level is not allways the same and linear. This way each map that the player is unique and keeps the player on guard. When it came to creating the tiles I needed to make use of building that can provide cover. In that also block off paths for the player to be able to take. I also wanted to make a world space that seems like people have lived there but something has happend but you don't know why. The Initial ideas are in the picture bellow:

sc concept.jpg

The tiles also should be able to be placed at any end togther so that some paths get blocked off. The main feedback I got from the first tiles is that some were too empty and having an empty tile did not provide the player very much from a gameplay perspective. The other problem was that there was not enough cover for the player which I tried adding in more in the second iteration which can be found bellow: 

sc concept interation.jpg

In this iteration I focused more on filling the tiles with potential cover and making them unique. The problem I got faced with later on when the second iteration was the rocks and landscape was too big and some of the buildings. They took to much space of the tile and left very little room for the player to walk around. This was fixed later on where I tweaked some of the levels and removed alot of rocks and even some minor building. This greatly improved the space the player could move around. In remocing buildings I was able to build small areas with cover that did not take as much space but provied the player with slight protection against long range enemies.

sc concept.jpg

​The Picture above is one of the tiles which was made and got iterated on. This tile I wanted to force the player into using the house as main cover and take up the majority of the tile. Also make use diffrent sized houses to create a little more room for the player.

sc concept interation.jpg

​The Picture above is the iteration of the one before. I still wanted the feeling of a having the majority covered but still leave room for the player to walk around. This design made more sense to have rather than just a bunch of houses clumped togther in the middle. This also gave the player a small dead end that can add more tension if they get stuck.

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The final iteration I firstly removed alot of the space were the house to free up more space for the player to traverse. I added a wider rockwall to add more cover on the left side of the tile. It also felt more natural that the houses would not cover the majority of the tile. This due to the seting being in the postapocalitical wasteland. Something to note when building the tiles is that I had to remove the floor for each tile. The tileable material would not align across diffrent floors so I had to make one big floor for all. This also made so that the map looked alot bigger when you are at the border of the map because you can see continus wasteland. 

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