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Project Categories

2D

3D

Game Design

Level Design

Narrative Design

Systems Design

Unity

Unreal Engine

Personal Works

#unreal #3d #leveldes

AEGIR

3D Level Design Showcase

A spatial experience to explore Unreal Engine 5's capabilities and exercise our skills in Level Design. What lurks beneath the depths in this abandoned underwater facility?

#unreal #3d #leveldes

AEGIR

3D Level Design Showcase

A spatial experience to explore Unreal Engine 5's capabilities and exercise our skills in Level Design. What lurks beneath the depths in this abandoned underwater facility?

#unreal #3d #leveldes

AEGIR

3D Level Design Showcase

A spatial experience to explore Unreal Engine 5's capabilities and exercise our skills in Level Design. What lurks beneath the depths in this abandoned underwater facility?

PROJECT SHOWCASE

PROJECT SHOWCASE

PROJECT SHOWCASE

INTRODUCTION

AEGIR is a spatial experience created in Unreal Engine 5 to explore the new engine's capabilities alongside exercising our skills in Level Design. Explore an abandoned underwater facility, and experience the horrors that were behind the disappearance of its faculty members.

INTRODUCTION

AEGIR is a spatial experience created in Unreal Engine 5 to explore the new engine's capabilities alongside exercising our skills in Level Design. Explore an abandoned underwater facility, and experience the horrors that were behind the disappearance of its faculty members.

INTRODUCTION

AEGIR is a spatial experience created in Unreal Engine 5 to explore the new engine's capabilities alongside exercising our skills in Level Design. Explore an abandoned underwater facility, and experience the horrors that were behind the disappearance of its faculty members.

project details

Duration

3 months

PROJECT TYPE

Digital Experience

TEAM SIZE

4

PROJECT OBJECTIVES

Unreal Engine Level with an Executable

software used

Figma, Unreal Engine 5

ASSET CREDITS

Images from Unsplash,

Assets sourced from Unreal Marketplace

project details

Duration

3 months

PROJECT TYPE

Digital Experience

TEAM SIZE

4

PROJECT OBJECTIVES

Unreal Engine Level with an Executable

software used

Figma, Unreal Engine 5

ASSET CREDITS

Images from Unsplash,

Assets sourced from Unreal Marketplace

project details

Duration

3 months

PROJECT TYPE

Digital Experience

TEAM SIZE

4

PROJECT OBJECTIVES

Unreal Engine Level with an Executable

software used

Figma, Unreal Engine 5

ASSET CREDITS

Images from Unsplash,

Assets sourced from Unreal Marketplace

Role & responsibilities

Role

Technical Support

While there were no set roles within the team, I would label myself as Technical Support. This meant I was present assisting with building the level, maintaining the project, and ensuring other submission requirements were met, such as organizing a technical document on 3D Game Editor specifications.


Contributions:

  • Establishing mood of AEGIR during Pre-production

  • Setting up and maintaining Source Control for UE5 Project

  • Participating in Level Construction in UE5 during Production.

  • Organizing separate documentation and project submissables.

Role & responsibilities

Role

Technical Support

While there were no set roles within the team, I would label myself as Technical Support. This meant I was present assisting with building the level, maintaining the project, and ensuring other submission requirements were met, such as organizing a technical document on 3D Game Editor specifications.


Contributions:

  • Establishing mood of AEGIR during Pre-production

  • Setting up and maintaining Source Control for UE5 Project

  • Participating in Level Construction in UE5 during Production.

  • Organizing separate documentation and project submissables.

Role & responsibilities

Role

Technical Support

While there were no set roles within the team, I would label myself as Technical Support. This meant I was present assisting with building the level, maintaining the project, and ensuring other submission requirements were met, such as organizing a technical document on 3D Game Editor specifications.


Contributions:

  • Establishing mood of AEGIR during Pre-production

  • Setting up and maintaining Source Control for UE5 Project

  • Participating in Level Construction in UE5 during Production.

  • Organizing separate documentation and project submissables.

PROCESSES

PROJECT PREMISE

The specifications of this project required our team to design a guided spatial experience in a game engine of our choice.

Other submissables included a technical design document with regards to one of other upcoming projects that required a study of 3D Game Editors.

PRE-PRODUCTION

Our team went with Unreal Engine 5, and decided to lean into sourcing for assets from the Unreal Marketplace. With what we could find, we decided to make use of a Kraken asset and construct an underwater facility based off our limitations.

Some members, including myself, decided to establish AEGIR's context and mood with a reference board. This included understanding the spatial constraints of underwater facilities as we know in the modern day, alongside taking inspiration from other games with similar premises.

The other half of our team worked on the level design directly, first drafting out what the level could look like on a whiteboard before solidifying the designs on Figma. This included a colour mapping of the level in its entirety to demonstrate progression and atmosphere, and deciding upon crucial landmarks of the level.

source control

As Unreal Engine 5 was still in its infancy, not a lot of documentation was available for its source control. Our team had wanted to stick to using Git, rather than SVN or Perforce, to save on disk-space and funds.

My solution was to use Microsoft Azure for project hosting, to take advantage of Git-LFS. Through issued tokens, members could interact with the repository directly through their respective Git clients without interfacing with Azure.

Some challenges I encountered were poor implementation of the project's gitignore, and failing to clear the origin cache further into the project.

During this process, we also ran into merge conflict issues, as UE's projects were saved as binary files. Through better team communication and understanding how to save our work on separate scenes, we were able to better prevent the issue from occurring.

Documentation

Unrelated to AEGIR as a spatial experience, I was in charge of a separate project documentation. This meant exploring what features a 3D Game Engine's editor needed to have, featured in the assets below.

I compared different commercial game engines when describing features to be implemented in a custom game engine's editor. Aspects of the specifications report were balanced between requirements and quality-of-life features.

PROCESSES

PROJECT PREMISE

The specifications of this project required our team to design a guided spatial experience in a game engine of our choice.

Other submissables included a technical design document with regards to one of other upcoming projects that required a study of 3D Game Editors.

PRE-PRODUCTION

Our team went with Unreal Engine 5, and decided to lean into sourcing for assets from the Unreal Marketplace. With what we could find, we decided to make use of a Kraken asset and construct an underwater facility based off our limitations.

Some members, including myself, decided to establish AEGIR's context and mood with a reference board. This included understanding the spatial constraints of underwater facilities as we know in the modern day, alongside taking inspiration from other games with similar premises.

The other half of our team worked on the level design directly, first drafting out what the level could look like on a whiteboard before solidifying the designs on Figma. This included a colour mapping of the level in its entirety to demonstrate progression and atmosphere, and deciding upon crucial landmarks of the level.

source control

As Unreal Engine 5 was still in its infancy, not a lot of documentation was available for its source control. Our team had wanted to stick to using Git, rather than SVN or Perforce, to save on disk-space and funds.

My solution was to use Microsoft Azure for project hosting, to take advantage of Git-LFS. Through issued tokens, members could interact with the repository directly through their respective Git clients without interfacing with Azure.

Some challenges I encountered were poor implementation of the project's gitignore, and failing to clear the origin cache further into the project.

During this process, we also ran into merge conflict issues, as UE's projects were saved as binary files. Through better team communication and understanding how to save our work on separate scenes, we were able to better prevent the issue from occurring.

Documentation

Unrelated to AEGIR as a spatial experience, I was in charge of a separate project documentation. This meant exploring what features a 3D Game Engine's editor needed to have, featured in the assets below.

I compared different commercial game engines when describing features to be implemented in a custom game engine's editor. Aspects of the specifications report were balanced between requirements and quality-of-life features.

PROCESSES

PROJECT PREMISE

The specifications of this project required our team to design a guided spatial experience in a game engine of our choice.

Other submissables included a technical design document with regards to one of other upcoming projects that required a study of 3D Game Editors.

PRE-PRODUCTION

Our team went with Unreal Engine 5, and decided to lean into sourcing for assets from the Unreal Marketplace. With what we could find, we decided to make use of a Kraken asset and construct an underwater facility based off our limitations.

Some members, including myself, decided to establish AEGIR's context and mood with a reference board. This included understanding the spatial constraints of underwater facilities as we know in the modern day, alongside taking inspiration from other games with similar premises.

The other half of our team worked on the level design directly, first drafting out what the level could look like on a whiteboard before solidifying the designs on Figma. This included a colour mapping of the level in its entirety to demonstrate progression and atmosphere, and deciding upon crucial landmarks of the level.

source control

As Unreal Engine 5 was still in its infancy, not a lot of documentation was available for its source control. Our team had wanted to stick to using Git, rather than SVN or Perforce, to save on disk-space and funds.

My solution was to use Microsoft Azure for project hosting, to take advantage of Git-LFS. Through issued tokens, members could interact with the repository directly through their respective Git clients without interfacing with Azure.

Some challenges I encountered were poor implementation of the project's gitignore, and failing to clear the origin cache further into the project.

During this process, we also ran into merge conflict issues, as UE's projects were saved as binary files. Through better team communication and understanding how to save our work on separate scenes, we were able to better prevent the issue from occurring.

Documentation

Unrelated to AEGIR as a spatial experience, I was in charge of a separate project documentation. This meant exploring what features a 3D Game Engine's editor needed to have, featured in the assets below.

I compared different commercial game engines when describing features to be implemented in a custom game engine's editor. Aspects of the specifications report were balanced between requirements and quality-of-life features.

rEFLECTIONS

The project outcome was wonderful, and I'm really thankful to have worked with my team members on AEGIR!

I learned a lot about Source Control hosting and interactions with Unreal Engine projects, alongside picking up level design methodology from my team members' wonderful planning and execution.

I personally wished I could have aided on the level's designs or learning UE5's blueprint system to further benefit the team, in lieu of the other project submissables that I championed to take care of.

rEFLECTIONS

The project outcome was wonderful, and I'm really thankful to have worked with my team members on AEGIR!

I learned a lot about Source Control hosting and interactions with Unreal Engine projects, alongside picking up level design methodology from my team members' wonderful planning and execution.

I personally wished I could have aided on the level's designs or learning UE5's blueprint system to further benefit the team, in lieu of the other project submissables that I championed to take care of.

rEFLECTIONS

The project outcome was wonderful, and I'm really thankful to have worked with my team members on AEGIR!

I learned a lot about Source Control hosting and interactions with Unreal Engine projects, alongside picking up level design methodology from my team members' wonderful planning and execution.

I personally wished I could have aided on the level's designs or learning UE5's blueprint system to further benefit the team, in lieu of the other project submissables that I championed to take care of.