This is my Naba thesis project: it's a first person tech demo developed in a team of 4 using Unreal Engine 5.2 and PerForce. The setting is a post apocalyptic world conquered by tropical vegetation that the protagonist will have toendure and explore looking for his/her family. The core gameplay has a survivalistic taste focused on the dangers inherent to the unknown and mutated/evolved environment.
I worked on Game Design and focused on Level Design, Environments, Mechanics and Optimization.
Level Design - Blockout to Environment
Level Design - POIs in yellow, forest view
Level Design - City view
Environment - Creek Detail
Environment - Swamp Detail
Environment - Swamp Forest
Environment - Swamp
Environment - Forest Path
Mechanics - Tree Felling
I designed a modular system to implement the ability to fell trees to create alternatives paths and collect resources.I used Maya, Unreal Blueprints and Chaos Destruction.
Trees fall and branches deform in a physically accurate fashion, the developer can set which parts of the tree need to break/deform on impact and which parts can be collected.
Mechanics - Heart Rate Simulation
As a mean to implement stamina in a diegetic fashion, I implemented a simulation of the heart beat of the character.
When Beats Per Minute reach the max value (HR max) the character is impeded and can't run, jump , etc. until BPM go down enough
Optimization
Unreal Engine 5.2 Nanite has issues managing properly aggregate geometries, which is the type of geometry most prevalent inside the level
Custom LODs optimization with Nanite