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Unreal Tournament: Spaceport Fury

Game Engine

  • Unreal Engine 4.15  Unreal Tournament Editor

Development Time

  • 243 hours

Genre

  • First person shooter

    

Release to market gameplay footage

Design Process

  • Defined my goals and parameters to meet for the project

    • Create a memorable team combat arena

    • Build out a large map that is visually interesting 

    • Make a combat space that caters to both infantry and vehicles

    • Practice scripting in the multiplayer environment

  • Defined a schedule, including milestone with deliverables and included this in the LDD

  • Sketched out the perimeter of the playable space with capture the flag in mind

  • Wrote up an LDD containing all my thoughts, maps, and concepts up to this point

    • Identified stretch goals, pitfalls, and potential content needs

  • In the editor, blocked out the playspace using the sketch as a blueprint

    • Updated LDD ​with images of the in editor map

  • Blueprinted out the walker vehicle

    • *Walker is covered in a blog post Here (under construction)

    • Updated LDD with the walker Blueprint

  • Tested initial gameplay with white boxed spaces ​

    • 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

    • Updated LDD with the changes to the conveyance and removed areas

  • Fleshed out the map​ with lights, meshes 

    • Tested to make sure the gameplay was unaffected by the meshing​

    • Updated LDD with what meshes I used 

  • Finalized the map with particles, sounds, and decals​

    • Final LDD update with all the relevant information 

Production Screenshots

Maps

Process Screenshots

Post Mortem

  • I was able to pivot at the right times to produce a quality product, due to the walker mechanic not working out

  • Learned a lot about multiplayer scripting and its several pitfalls

  • 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

  • Having a good schedule that takes into account things breaking saves time later. 

I build cohesive, engaging worlds that bring the players into the games.

I strive for excellence in my work and my team.  

  • linkedin

©2019 by Harrison Baumann

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