Lightmare
Lead Designer | Associate Producer
Developed in Unreal 4
What It Is
Lightmare is a 3D action game built in the Unreal 4 engine. The player plays as Miranda, who has awoken in a strange place that cannot possibly be reality. She will wander the area in search for clues and a way to get back to reality while fending off monsters with her new-found powers.
The Design
I designed this game to be something simple because of the following reasons:
What we ended up with was a very solid 3D action game with very nice art.
- I wanted to try to make a 3D action game because I have never done one, before
- I wanted to put my skills and knowledge to practice and polish them
- I wanted to give the art team a lot of space to make high fidelity art because this is their portfolio piece
What we ended up with was a very solid 3D action game with very nice art.
Quick Info
- I was the Lead Designer and Associate Producer for this project
- It was a Senior game project for DigiPen
- The team consisted of 5 artists, 2 engineers, and 2 designers including me
- The development cycle was 8 months
- It was built in Unreal 4
What I DidI programmed large parts of the game:
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The Team
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Proof-of-Concept
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Proof-of-concept that we can actually build the game with the game design and mechanics in place. (Using placeholder assets from Unreal 4)
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Alpha
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Overall level layout has been completed.
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Beta
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Fleshing out the art space and cleaning up level design. We actually cut out a chunk of the game to reduce workload and to tighten the flow of the game experience.
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Early Development Prototyping
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One of the first things I developed was the 3D on-rails camera system. I designed it to be dynamic and easy to use within the level editor.
The way it's designed to be used was it needed 3 components: The camera blueprint itself, and 2 points of references. The user would then specify different properties for the camera in its settings. |
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The conduit mechanic was created as a tool for designers to move players where they want in order to progress the experience.
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Quick clips of several of the hazards I designed and developed for the player to encounter in the game.
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