A QUIET PLACE: THE ROAD AHEAD
A First Person Survival Horror game where you must escape blind and deadly aliens with acute hearing
Players: 1
Camera: First Person
Platform: PC/Consoles
Similar to: Alien Isolation
Made with: Unreal Engine 4
Released date: 17th October 2024
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Level Design: Laurent Corriveau
Creative Direction: Hervé Sliwa
Death Angel AI: Jorge Tomás Solano Bielen
3C Programming: Romain Tholimet
MY ROLE
Based on the Creative's Director pitch:
- Create a Moodboard for the different spaces
- Present a Rough Concept in MIRO
- Pace out the Level using Beats
- Create the Greyboxes in UE4
- Script everything in Blueprints for it to be Fully Playable
- Integrate Saving States using State Machines
- Iterate following Playtesting
WHAT I LEARNED IN THIS PROJECT
Using Unreal Engine professionally was a game changer for me. I learned how to Greybox efficiently in 3D, Script my own Blueprints, integrate sounds with Wwise, write and record placeholder narrative, and so on.
Furthermore, an unexpected challenge arose from creating 3D realistic spaces in a First Person perspective. Players wanted to interact with the game world as they would in real life. Though, in reality, they were limited by the game mechanics. Solutions I thought were obvious were much more difficult to understand, due to the inherent logic we're used to as humans. It taught me the importance of highlighting the Critical Path clearly, while removing any clutter or distraction that could confuse the player on what is demanded of them.
WHAT I WOULD'VE DONE DIFFERENTLY
I would've liked to integrate a more streamlined Level Design Pipeline with more reviews at each step of the process. I tended to jump into Unreal Engine pretty quickly, and discover my level as I was creating it. I would've loved to make rough 3D models in SketchUp or Unreal even to test the general pacing and idea before creating all the specific buildings with the right metrics and everything. It made it longer to iterate upon.

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