Dungeon Run
GENRE
YEAR
Tools Used:
3D Platformer Adventure
Fall 2021
Unreal Engine 4 [5 years experience]
Unreal Engine blueprints [5 years experience]
Photoshop [5 years experience]
Google Docs [7-8 years experience]
Google Drive [7-8 years experience]
Academy of Art University
Small group of game designers and artists
Company/Team Size
Over Four months
Project Duration
Project DESCRIPTION:
Dungeon Run is a 3D platformer adventure game prototype that you play as a treasure hunter that goes through dangerous dungeons filled with traps to find the treasure at the end. This was a small group of three people working on this, including me. My main role was to design the mechanics of the game and then create them by scripting in blueprints. But I also helped work on the game level by creating IGCs, lightning, and placing art assets and mechanics throughout the level. The process I took to work on this game was first to write and draw out the game's main mechanics in photoshop in front of my team so that the leader would approve or give critiques on them. Once I knew which mechanics were approved by the leader, I started to create and test/tune the mechanics in the Unreal Engine using blueprints until, eventually, they worked as intended for the level. After this, I worked on the level aspects to get the mechanics fully in and made the game have finishing touches like lightning, IGCs, and art assets to replace the blockout.
Game Download:
My Role:
Level and Technical Game Designer
I mostly worked on designing and scripting the game, but I did the last aspects of the level in the end.
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Designed and scripted player movements like sprint and double jump, mechanics like potions, and level threats like the boulder trap and falling floor that supported the fast 3D platformer gameplay while collaborating with 3D modeler/artist and game designer to create a unique 3D platformer
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Created lightning and in-game cinematics that helped with the aesthetic/theme of the level and guide the player throughout the game.
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Designed and created the interactive level assets like doors and ladders
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Created and designed the drawings of the level threats to explain how they are activated and work against the player
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Was in charge of the placement of 3D models of level objects and environments pieces in the game and making sure that they both worked together
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Was in charge of the placement of level threats, in-game cinematics, and lightning throughout the game in UE4
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Uploading progress and work on Google Drive
Trap Concepts:



