2 weeks full-time. Created with Unreal Engine
The player is tasked to destroy a secret facility, hidden within the central station.
BASED ON A REAL LOCATION
I used the layout of Malmö Central Station.
The theme was post-apocalyptic, a location claimed by violent gangs.
Below you can see each Beat of environmental storytelling,
as well as the two Battle Bowls.
COVER & ENEMY POSITION, Part 1
Elevation invites the player to take a higher position while pushing forward in Battle Bowl 1.
COVER & ENEMY POSITION, Part 2
In Battle Bowl 2 enemy spawn is triggered by the player.
Each encounter contain several defensive and aggressive play-style options.
CHALLENGE & REWARD
After defeating the Turret in BattleBowl 3 the player may use that Turret on enemies in BattleBowl 4.
As the player enters Battle Bowl 4 enemies spawn on elevated areas, and the open space provide much less cover.
One last wave of enemies spawn from the gate, leading the path to Battle Bowl 5.
FINAL CHALLENGE, Part 1
Battle Bowl 5 provide three levels of elevation and several tactical options.
The two circular rooms spawn additional enemies, but also serve as flaking paths for the player.
FINAL CHALLENGE, Part 2
The player have earned a moment of calm and may now find screens inside each circular room to complete the mission.
This trigger the boss, who descends on a lowering platform.
A highly skilled boss who specializes in usage of cover, carries advanced equipment and puts both turrets out of action upon entering.
THE OPPORTUNITY TO COMMUNICATE
Above is an example of environmental storytelling.
The violent gang tries to intimidate unwanted guests.
It's also a foreshadow of what the secret facility is up to.
At this point we want the player to feel a certain urgency.
The important steppingstone between "defeating some random bad-guys" and "I got an mission to do here".
Thank you for visiting this project, I hope you enjoyed!
A special thank you to my talented friend, Jacob Tjernström, who provided me with the Combat System.