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Traveler
 

 Third Person             walking Simulator

Story Summary

The user is Murdock a time traveler from the future. Murdock was sent by the high council to find lost relics that will help bring peace and balance to the galaxy. All relics are to be known lost on Earth and it's Murdock's job to bring them home. What time, what place is to be the riddle solved.

Project Summary

  • Time taken- 4 weeks @ 12-14 hour days

  • Created using Unreal Engine 5

  • Playing a s a time traveler hoping to expand to new worlds and exploration.

  • Visual scripting

  • Level Sequencer added.

  • Materials were created through scripting.

  • low poly shapes were created and implemented.

  • Market place asset was used for player character.

  • Ledge grab was created through line trace and collisions.

  • Persistent leveling was utilized.

PostMortem

What went right?

  1. Planning the design for Escape SPQR, creating a workflow, and conducting research of modern and late Rome for my mood board.

  2. BlockMesh went as planned. Creating 30x30 grid along with 10x10 grid to the next section of the 3-section level.  Covered the void was a big first take for me so I had to make sure the geometry was perfect for my setting. Laying down the BlockMesh on my grids was the most satisfying thing about putting the Matrix together.  

  3. Added level sequences and utilized cinematic cameras for MP4 output and gameplay cutscenes.

  4. Created blueprints for gameplay mechanics such as a tactical light and a wall switch.

  5. Organized assets to create a coliseum and other landmarks like, church, a farm and a jail.

What went wrong?

  1.  Spent hours upon hours of messing with the landscape. This took time from my actual level design as I had to double my efforts just to get back on track. 

  2. I used BP communications a little too much and over complicated some code.

  3. . Failed to change half of my blockmesh to static mesh, going backwards took time away from moving forward with the project.

  4. Failed to migrate assets over properly, again taking too much of my time.

  5. Some level sequences were not properly timed, allowing rendering issues because the time lapse was not spaced out adequately.

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