
Unreal Tournament: Spaceport Fury
Game Engine
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Unreal Engine 4.15 Unreal Tournament Editor
Development Time
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243 hours
Genre
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First person shooter
Release to market gameplay footage
Design Process
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Defined my goals and parameters to meet for the project
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Create a memorable team combat arena
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Build out a large map that is visually interesting
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Make a combat space that caters to both infantry and vehicles
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Practice scripting in the multiplayer environment
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Defined a schedule, including milestone with deliverables and included this in the LDD
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Sketched out the perimeter of the playable space with capture the flag in mind
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Wrote up an LDD containing all my thoughts, maps, and concepts up to this point
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Identified stretch goals, pitfalls, and potential content needs
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In the editor, blocked out the playspace using the sketch as a blueprint
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Updated LDD with images of the in editor map
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Blueprinted out the walker vehicle
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*Walker is covered in a blog post Here (under construction)
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Updated LDD with the walker Blueprint
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Tested initial gameplay with white boxed spaces
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Found out that areas were not used as intended so that required going back and adding conveyance and removing other areas entirely because they did not fit the gameplay specs
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Updated LDD with the changes to the conveyance and removed areas
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Fleshed out the map with lights, meshes
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Tested to make sure the gameplay was unaffected by the meshing
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Updated LDD with what meshes I used
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Finalized the map with particles, sounds, and decals
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Final LDD update with all the relevant information
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Production Screenshots
Maps
Process Screenshots
Post Mortem
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I was able to pivot at the right times to produce a quality product, due to the walker mechanic not working out
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Learned a lot about multiplayer scripting and its several pitfalls
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Outdoor, man made areas are a challenge to do correctly as it can quickly become flat and uninteresting to look at, this was mediated by including snow drifts on this map
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Having a good schedule that takes into account things breaking saves time later.