Overview

Academic Project
Roles: Level Designer, Encounter Designer, Mission Designer
Genre: Action, Third Person Shooter
Engine: Unreal Engine for Fortnite (UEFN)
Platform: PC, Console
Team size: Solo project
Production length: ~4 Weeks

One Man Army is a third person shooter map made using Unreal Editor for Fornite (a modified version of the Unreal Engine created by Epic Games). In One Man Army the player takes on a criminal gang alone. The player fights their way through five distinct encounters, each involving a different situation and style of combat. The map culminates in a pitched battle against three waves of snipers and rushing enemies.

Design goals:
- Get more experience with level and encounter design.

- Utilize the tools to create a map with a strong engagement curve and emotional impact.

- Incorporate environmental storytelling into my level and encounter design.

What I did:
- Iterated on enemy type, number, and placement to create engaging encounters that follow a difficulty curve.

- Created emotional impact and an engagement curve by varying encounter types and tone.

- Took the level layout from a paper sketch to a finalized level that flows together.

Process

Pre-production

  • The available weapons and enemies were restricted, so I tested each of them and made a list of which combinations did and did not work together.

  • I began writing down encounter ideas, building them around interesting combinations I and from making the list.

Sandbox I created to test enemies and items.

The sketch of the level and the final level (removed ceilings)

Prototyping

  • Using my ideas for encounters as guidance I drew out a layout for the level on paper, then I blocked it out in engine and began prototyping encounters.

  • I found that the enemy AI was too unpredictable, I mitigated this by using the environment to keep them partially separated so that they wouldn’t swarm the player.

  • The AI caused many issues with the alleyway ambush encounter, so I replaced it with a smaller garden area that gave me greater control over the AI.

Production

  • I learned how to use AI movement restricting zones, while this wasn’t perfect using them gave me enough control to create satisfying encounters.

  • By frequently testing and iterating on the type, number, and placement of enemies and items, I was able to refine the level’s difficulty into a consistent difficulty curve.

  • I designed each of the five encounters around a different combat experience, adding narrative context to the map and aiding in building a dynamic engagement curve.

Using movement restricting zones (red blocks) to limit AI.

The engagement curve I based my level around.

Polish

  • To better create a unique play experience and emphasize emotional impact, I chose three different songs to play at strategic points in the level.

  • Play testers felt that the sniper encounter was too difficult, to fix this I reduced the number of enemies per wave.

  • To communicate the danger of the snipers and add world details, I added an animated scene demonstrating the lethality of the snipers before the player encounters them.