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Robot Centipede Takedown

Summary

On their quest to rid the world of a mechanical centipede the player finds themselves on the back of a motorcycle with a bazooka. Take down the centipede before it destroys the city.

About my level

  • Developed over 6 weeks half time

  • Unreal engine, Blender

Inspired by

  • Uncharted 4

  • Shadow Of The Colossus

  • A Way Out

  • GTA: San Andreas

The Finale

I wanted to have Player Agency when destroying the robot. In the end the player is the one to pull the trigger.

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Introducing the robot.

I introduce the robot with a Call To Action.
Throwing the player straight into the middle of the action.

Introducing End Goal

The robot draws attention from the player, so I visually blocked it off to redirect player focus toward the city. 

The Challenge

My goal with this experience was to seamlessly combine my love for designing levels and scripting. I wanted to create an open ended level in a setting where levels historically have been too linear.

I settled on creating a
small level where I could push my scripts to their limits.

I chose not to go beyond whitebox, in order to keep a strong focus on level design - not environmental art.

 

Creating the robot

To calculate in which direction the different parts should rotate I used a formula that finds the intersection point of two circles.

These circles are created using the length of the different parts of the leg as a radius.

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Step 1

Calculate distance
to intersection point

I wanted a tool that was intuitive, quick and easy to manipulate at any point in development.

I settled on having the body section follow a spline. To tell the legs where to place their feet i placed down actors that
automatically connects to a body section.

The legs have a simple script that tells them when to move on to the next point.

Player Agency

I wanted to create a level where the player could tackle the robot in different ways. 

In order to create multiple paths without using up too many resources I used the hourglass technique where you switch between large open areas and tighter corridors.

Using this technique i can make sure every player experiences the same key moments in the level withour sacrifising player choice.

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Key moments


The hourglass technique lets me make sure every player experiences the same key moments in the level without sacrifising player choice.

Redirecting player focus

Having a large robot centipede draws lots of attention from the player. If the player is constantly looking at the same things they are at risk to suffer from visual fatigue.

I combat visual fatigue using
two techniques



 

Denial and reward

Image examples of deny n reward

The easiest way to combat visual fatigue is to deny vision of the robot altogether. Just as i can deny the player, I can reward them by revealing the robot from a new perspective.
 

Switching focal points

Throughout the first half of the level the players goal and focus has been on taking down the robot.

At the halfway mark I
switch the players focus towards the city, rather than the robot. Now the player has to get to the city before the robot does so.


 

Video of castle reveal

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