Open world design
My focus in this project was world design giving the player an open feeling.
Developing an idea
I started with doing a simple overview of what I wanted my game to be and to get the general flow of the map.
I made a spreadsheet with all the stuff I wanted with this level and to get a clear view for myself. When I was happy with my idea I started laying out a fast blockout in unreal engine if any basic shapes were missing I opened up maya to 3d model any missing shape.
The first week of this project I started out with a simple spreadsheet laying out my idea. I made a presentation to my classmates, just showing what my intentions were with this project and also showing a very simple overview.
Blocking the world
I starting blocking out my map in Unreal Engine using simple shapes to get the design tested out as soon as possible. I soon realized that it was a mess, I really wanted the post-apocalyptic feel but it became hard to navigate and through feedback, I started cleaning things up. I wanted some leading lines in the game and more framing of important objects.
Design by reduction
At first, I had planned for having three different zones but in the end I decided to design by reduction. I got feedback that the place was too big and I started cleaning things up.
I wanted all my focus on the areas I was most proud of.
The hub iteration
I started out with the base being in the middle of the level, I wanted the base of the game not to be far away at any point, I placed it in the middle and started building the world around it but the goal of the game became unclear. I wanted more leading lines and the goal of the game to be undoubted.
I changed the position of the hub to the far rights side, closer to the goal of the game giving the player a clear objective and it also made a better flow in the level.
I designed an establishing shot of the goal from the base.
In this part of the game I wanted to give the player the feeling of exploring a scrapyard. When you arrive at the scrapyard you are presented with the goal of a pickup.
I use the tree as a focal point and bait for the player and then reveals softly the scrap yard, giving the player that little extra surprise of discovering a new place.
Game design with the goal of reaching a larger target group
My thought with the upgrades originally was to have a match 3 element to the game. Match 3 games have become very popular among the general public and therefore I wanted to incorporate it into a third-person game. This way I intended to show how I want to broaden the type of gamers that's gonna be interested in the game.
I wanted to have pickups in the form of different gear parts that you had to have three of the same color to be able to upgrade the car.
I want to develop this idea further in the future and script up a system with the gears, also script more upgrades ut the car and of course make the world bigger!
Some Extra stuff I made in this project: