Game Design 1 - Midterm


New level added to the end of the previous level that includes another lava floor and an extra room to display that the player wins. The new room also details a checkpoint where the player can respawn, open a different door, and finish the game to see that they won. 


I wanted to get a feel around of the map to see if the player could complete the game before actually going through the steps; in adding the assets that I did to the new level, I am able to see what the player can and cannot do with the assets built. The player is also able to go into the next. I enjoyed looking into the different blueprints, it is also interesting to see how unreal creates the program to not break as you add simple assets. I would like to implement a moving enemy chasing the player, adding to the level helps me to see what I can do further. I can see that there could be some challenges in trying to keep the player from being able to get to the end before the player has actually completed the game. I found adding more assets and playing with what the player can and cannot do with the assets in the level helps to create a clear picture of how to move forward. 


Level Update (Mid-Term): Gloomy Bin Escape (10/16/2025) 

(Beginning Idea & 2D Layout)


I started with the idea of a mysterious building that the player ventures into...only to encounter creatures in the dark. The player finds themselves alone in the dark, utilizing the key system to unlock doors, sneak around the enemies, trying to stay alive if caught by running and hiding, and saving throughout the level at the save rooms. 

(Inspiration): 

Some of my ideas of inspiration came from playing old "Resident Evil" games from the earlier series. Many of the gameplay scenes are dark-lighted and give the player a lack of accessibility to understand where to go accept the limitations of the map to explore thus the finding keys and saving. 


(Game Design & Implementation) 

-As shown in the video below, the player can sneak around the corners and areas of the level in order to attain the key, that will further unlock the door ahead to get to the next room, where a save area awaits the player. The player has a few options to explore the area in order to find their way around the level. 

(Enemy AI Blueprint): 



(Issues & Playtesting / Troubleshooting): 

-Throughout the playtesting phase I fixed several collision issues by focusing on the collision of each individual asset utilized in the project. One of the examples of the issues I faced was the collision of the stairs and the collision of the doorframe to allow the player into the next playable area. 



(Looking Ahead & Finish): 

-Before closing up the project and turning in, I would like to focus in on the slowing down the game experience of the player, I feel as if the game moves entirely too quickly for comfort and makes it hard for the player to make decisions. I think a few things I could do to help utilize this game design is touch up on the player walk speed and the enemy walk speed; both can be tweaked as to allow the player the ability to make decisions. I would like to add some more depth of the level for the player to move around and hide in, some of it lacks bulk, but I also do not want to overwhelm the player with material as some of it can be too much. 

-I think there are some architectural features that are lacking overall in the game experience. 

(Possible features that I would like to add): 

-I would really like the player to be able to get into the waste-bin. 

Get Game design-1 Project 1 (Midterm)

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