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KYLE HANSELMAN

Video Game Level Designer

ALLEYWAY RUNNER

FULL PLAYTHROUGH

The goal of Alleyway Runner was to create a vertical slice of a level in UE4. I also wanted to focus on writing the blueprints and designing the level, so the environment art is from the UE4 Marketplace. I did create the UI, sounds, and various props such as the medkit and laser body. I created all gameplay blueprints from scratch.

PROCESS - TOOLS

I knew from the start I wanted to create something that had a classic game feel with lasers, platforming, homing rockets, and keys. I started with the lasers, key, and healthkit.

After getting the basics in place, I created a small test level to ensure these elements came together to form the type of gameplay I wanted. I also ensured each gameplay element had a different color code and sound effects.

I realized, at this point, I wanted lasers to move and turn on and off on timers so I could create puzzles with them. I set them up to be instance editable to adjust damage, delay, and time gap easily later on. I then made the homing rockets with the same attention to usability. I also added checkpoint/save data functionality.

PROCESS - UI

I also wanted to teach myself UE4's widgets in this project. I made a simple menu system that allowed players to change levels, quit to the menu, and leave the game. I like when the UI has some flavor, clearly.

PROCESS - GREYBOX

After everything was functional, I was ready to make my level. I created some new gameplay elements to ensure the level wasn't stale these included lasers that required keys to pass, moving platforms, and better platforming.

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Since this would be the first level in the game, it begins slowly, introducing the player to new elements one at a time in a low-stress environment. Towards the end, it ramps up with obstacles being used in tandem, and the platforming forces players to think on their feet and move accurately. After this, all I had to do was add in my marketplace assets, and Alleyway Runner was complete!

CONCLUSION

I learned a lot about Unreal Engine 4 on this project, just as I had hoped. I got a decent understanding of blueprints, widgets, and navigating the workspace. I gained good habits early on, like exposing instance editable variables to make level design easier and how to comment code. While I don't blueprint often, it has been endlessly valuable to have a fundamental understanding of how they work, how to change them, and where everything is.

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