Evaluation

For this assignment, it was required to produce a level prototype based on my game concept presented in Game Design Document (handed in for Assignment 1)  and related to my Final Major Project, which comprises three key areas  from SANCTUM Bunker, part of the MUTAGEN game. The goal was to create a blockout version of the environment, exploring and iterating various aspects of the level, including the layout design and lighting implementation. The three key areas of focus included the Hydroponics Room, Command Centre, and Medical Bay.

Overall, the prototyping process went well. Being familiar with Unreal Engine (which I used in many other projects previously) helped me utilise its built-in tools with ease. Also, having done extensive research on similar areas from other games, together with research on scales and proportions recommended to be used in level design, helped me eliminate multiple iterations on structural elements sizes. Of course there were times when I tested the level (with the UE's Mannequin) and felt like some small changes were needed. For example, the hallway ceiling seemed to be a little too low, or the stairwell too narrow, but small adjustments changed the overall look.

The lighting implementation was effective. Even though still in a blockout stage, it sets various moods for each area achieved by using different colours, such as purple in Hydroponics, blue in Command Centre, and white in Medical Bay.

Although most of the prototyping process went well, I encountered small issues that have been easily fixed. As mentioned in a previous post, these issues were lighting related. At some point, while playtesting the level, I noticed light leaking through the bunker's ceiling and the floor from the second level. The ceiling light leak was fixed by changing the Shadow Map Mode to Virtual Shadows, and the second issue was fixed by adjusting the Attenuation Radius of the light beneath the floor. While lighting is subject to change until the final environment is produced, it is a good practice to fix these issues even at this point in order to avoid them causing any others. 

One major issue was encountered at the end of the prototyping process. As I wanted to send the level for testing and get some feedback, building and packaging the level failed multiple times, giving me errors such as missing shaders or elements I could not identify in the project. This issue led to spending many hours reading forums, researching more into the problem, and trying to fix it. Eventually, I found a solution that allowed me to build the level successfully, that being a previous build version that needed to be deleted.

Another thing that I believe did not go too well was the testing and feedback phase. The build issue caused some delays in testing, and the fact that I did not allocate enough time for this, resulted in not receiving enough feedback data, at least not as I expected. As a result, there was limited opportunity for iterative testing. This was a lesson learned and for future projects I will make sure to allocate more time for it.

If I had more time for this project, I would have conducted additional rounds of iterative testing, after implementing more elements and making improvements based on the feedback already received. I would have also improved the overall layout, by adding more environmental elements, creating a more detailed blockout. Lighting would have also benefited from some improvements.

To conclude, I believe that the level prototype came out pretty well and I am happy with what I have achieved so far. I could say that this prototype serves as a good start in the development of my final project environment. Furthermore, my skills in 3D level design and editing in Unreal Engine have improved and I am confident that this will help me create more appealing environments.