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Abandoned Brick Factory Level (Team Emerald)
Team Project Using Unreal Engine 5 (4-Person Team)
My Role: Team Leader (Systems Design, Level Design, Debugging, Problem Solving)
Contributions:
Created level and world partition setup for team level building. Designed level and oversaw design decisions, fixed lag/ blueprint errors, optimized player feedback, approved layout/ mechanic decisions. Created interactable blueprints and cutscenes in-game.
This was a team project where we were all assigned to combine our gameplay mechanic ideas and make a single cohesive level with them. We decided to set the level in an abandoned trainyard having the player try to load important building materials and take the train back to base.
Project type
Game Level Design
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Abandoned Brick Factory Level (Team Emerald)
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Helicopter Ride In
This is the beginning of the level; I created logic to disable player input until the chopper is done with its landing sequence.

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Matching Buttons
This is the modular mechanic I created for our level. The player can interact with the buttons to change their color. Buttons can affect each other as well. You can also select a camera that will switch the view once per button.

04
Laggy Moving Platform
This lag was introduced when we began to implement assets. Upon looking at the mesh's collision, I realized that instead of just a cube, it had extremely complex collision for each individual bar of the grated floor.

05
Fixed Platform
After removing the complex collision and adding a simple box collision, the lag was gone and the movement logic ran smoothly.

06
Train Loading
This was just a fun concept I added to the level to create the end goal of loading the train and keeping the player from being able to get stuck in the train's cargo container.
There is a collision box inside that counts up to 3 boxes before the player can leave.
There is a collision box inside that counts up to 3 boxes before the player can leave.

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Cargo Dispenser
This is another interactable blueprint I created to spawn cargo crates, in case the player lost one somehow, this mechanic ensured players would always be able to complete the level.

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Level End Train Ride
I adjusted the logic for the moving train and created the cutscene as well. This was one of the blueprints a teammate was having some issues with. The timeline was not using a lerp for the location, and they were also pulling the actor's location constantly for A on the timeline instead of setting a vector. After adjusting those elements, it worked like a charm.

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Beginning Area
This is the very first area the player arrives at and where they are first told their objective.
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