All work is copyrighted to their respective owners © 2018 | Tom Pugh, tompughdesigner@gmail.com

Lucid Level Design Concept

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Software Used

 

-Unreal Engine 4

-Crazybump/Knald

-Photoshop

-Maya 2016

 

 

Team Size

 

.1 person

 

Duration

 

.Less than 3 Months

 

Roles

 

-Level Designer

-Project Manager

-3D modelling 

 

Project Category

 

This was a University Project.

Game Video

'With Lucid’ I aimed to create the feeling and mood of a dream. This is done by the use of colours, particle effects, symbolic objects and Items being out of place. As the game progresses this will become more apparent as the protagonist begins to realise that they are in a dream. The mood is set by use of a dark night sky with a strange colouring to it, the firefly particle effects and the use of fog to add a haziness to the scene. The fog and its haziness are used to make the player feel as if they have just woken up. The fog will change a get thicker and thinner are the game progresses thus changing the mood.

The mood board demonstrates the atmosphere I am trying to set and gives some indication for the feeling of the entire game and gives reasoning for my choice of mood in the screenshots provided.

Above is the colour palette for the scene and the rest of the game. I have used tertiary colours to create colours that are analogist. I feel these colours are best suited because of their odd combination and they are colours that create a restful feel due to the fact that they are analogous. This was intentional because it gives the player a relaxed feeling which is in keeping with the games theme of being set in a dream world.

Overview

 

This Level is the product of my Advance 3D Assignment at university. I was tasked with planning and building a part of a level that would act as a 3D concept for the rest of the level and the game. I chose to build a level that was set in a dream world. The game concept is for a puzzle adventure game about a child who is stuck in a dream. The player would have to make their way through the dream world and find a way to wake themselves up. The player would take on the role of this child and solve environmental puzzles to progress through the game.

Detailed Information

 

Below you can see the CAD style plan for the entire level. For the 3D concept I only constructed the Garden section of the level because this is where the majority of the gameplay will take place and the rest of the level would be used for setting the mood and tone of the game. I did plan on creating the entire level however, because of time constraints and other projects, I decided it would be best to make one high detailed area to demonstrate my concept.

This CAD plan shows the players travel path and where obstacles and puzzle elements would be placed. It also provides a sense of scale.

 

The players’ main objective in this scene is to destroy the teeth using the puzzle objects in the scene and cross the bridge to exit the level. The player will enter the Garden through a door and be faced with only one direction to walk forward. From this position the player can see the teeth blocking their path and a glimpse of the door behind them which is the only way to continue the level. There are only two directions from this point that the player can go.

 

 

 

 

 

 

 

 

 

The player must make their way to the seesaw and use it like a crank, jumping on either side. Doing this will cause the teeth to begin to crack. The player has to do this until the seesaw stops moving.

 

 

 

 

 

 

 

 

 

The player must also turn the roundabout to cause the teeth to crumble even more until they shake and are destroyed. The roundabout will stop moving after a certain number of turns. These last two steps can be completed in any order.

With the teeth gone the player will be free to exit the level.

However, the bridge has fallen into the stream and washed away. The player must now use the crates to create a floating bridge so they can cross. This is a timed event and the crates will float down river, so the player must be quick to act to complete this task, once across they can go through the door.

My production schedule relies heavily on my total hours work and the estimated amount of time needed to complete the project. I got my total time from deciding that I would work ten hours a week from the distribution of the assignment brief. After making my asset list and estimating the total time it would take me to complete my project I found it would take 130 hours to finish everything.