Project Office - 3D Level Design | Character Design | 3D Modelling & Animation
I HATE MY JOB !!!!
Project Office (Unreal 5) - A game where you take a spring powered boxing glove across the office rooftops and PUNCH your BOSS in the FACE because he deserves it and this job sucks!
This game was a 4-week class project by a team of 3. My main roles in this project were level design, character design, and 3D modelling (character and some environment) and animation.
Keep reading to see my full writeup of contributions to this game.
Map Sketch (Partial)
After a lot of brainstorming, we settled on the idea of the player using a boxing glove to hit enemies off of roofs, and they try to hit the player back. Importantly, we didn't want to make the game a platformer, so the player is not able to jump. The player is also not able to control the camera.
In order to make the full map sketches, we split up the level into 3 sections: 1) the introduction inside the beginning of the office, 2) the tutorial section, where the player learned mechanics, and 3) the rest of the level, where mechanics were layered, leading up to the boss room. We then each separately came up with our own section 1, 2, and 3 sketches.
Below are my sections 2 and the ending of section 3, which were largely preserved in the final game. The blue triangles with a purple arrow point in the general direction the camera would face.
Final Map
Afterwards, we combined our ideas, moving rooms from each of our sketches to create an order that made sense for learning new mechanics, or combining elements from multiple sketches.
I then redrew our map to the correct scale, using the metrics from the metric gym one of my teammates made, and clarified the different levels of elevation that the player was moving up and down between.
Level Design Document (Partial)
While laying out the map shown above, I also translated all of our designs into a verbal walkthrough in the Level Design Document. Below is a portion of the walkthrough for Section 2 which aligns with the part of the level I showed in the first Map Sketch screenshot.
The Level Design Document also included key game information, such as genre, mechanics, and metrics.
Character Models
All three characters were designed, modelled (using Blender), and textured very simply by me. The final Boss is a recolor of the playable character. I also animated the playable character's walk, but some extra bounce was added in engine by my teammates.
I also modelled some of the more complex geometry in the environment, and the cubicles in the opening section. (The large buildings were edited from a free asset pack.)