Rigged New World

 

Keywords: Blockout, Level Design, Third Person, Action Adventure, Man vs Nature vs Machine, Nature As Algorithm

Software: Unreal Engine 4 (including Blueprint + Sequencer), Adobe Audition

Asset Packs Used: Advanced Locomotion System V4, Interaction With ALS by Jakub W, Animal Variety Pack, Blocking Starter Pack, Low Poly Nature Pack, Polygon Prototype Pack, Simple House Interiors Pack

This level is based in the world of my project Rigged New World.

Plot: An algorithm has been put in charge of controlling all natural processes on earth to save it from anthropogenic damage. Humans rely on and obey machines called “keepers” that act out the will of the algorithm. All living things are assigned a fitness score, which humans can increase by cooperating and working towards the bigger goals of the algorithm. AS players, we assume the role of Ace, an enthusiastic young woman with an exceptionally high score who is preparing to hunt for food after a long period of keeper-imposed lockdown. As we make our way towards the keeper-prescribed hunting grounds in Sequoia, we encounter stories of people being mistreated and endangered by the keepers and find our own lives threatened by a hungry pack of wolves. Ace’s unwavering faith in the system begins to shake, and distrust towards the keepers grows.

Playable prototype available upon request

 

level Objective: make your way to Sequoia to hunt deer

 
 
 

DESIGN TOOLS

The large trees in the background are the primary landmark, visible throughout the level and guiding the player towards the mission’s goal. I supplemented this with framed views of short-term goals, such as a damaged building, a waterfall in the mountains, or a derelict highway bridge. To guide the player’s eye towards these landmarks, I applied contrast, composition, level of detail, leading lines, etc. 

An animated machine should lead the player off the main path and encourage exploration. Later in the level, the player catches a glimpse of wolves rushing through the understory, simulating danger enhanced by the sound of their footsteps coming closer and closer. I used Blueprints and Sequencer to trigger the animations and sounds.

I also aimed to convey a mood shift between different districts that goes along with the narrative: As we follow the still enthusiastic character out of the city, we are welcomed by a bright, open landscape with rounded geometry lining the path. Once have to enter the forest, knowing that danger looms, the lighting shifts, and we enter the dark understory, full of dead trees and pointy shrubs that encroach more and more onto the path and are topped by a low hanging canopy, making us feel almost claustrophobic. I used sharp geometry in some cases also to convey denial and dissuade the player from going down the wrong path.

Finally, I used narrative to help guide the player, frame their mission, and convey a sense of urgency. A casual conversation with an NPC in the city informs us of the landmark for our mission’s goal; a conversation we overheard foreshadows that danger may loom outside the gates, and a blood trail leads us to an injured person and confirms our suspicions.

 

LANDMARKS & FRAMED VIEWS

 

ANIMATION & SOUND

 

LIGHTING & GEOMETRY

 

NARRATIVE

 

PROCESS

I started this level by diagramming a broad narrative structure based on a story from a previous project. I then laid out critical areas of the level, drawing a district map and starting to box in rough geometry. After developing the gameplay and the moment-to-moment experience, I got feedback from playtesting and continued to iterate and refine accordingly.

Playable prototype available upon request