Wednesday, September 23, 2015

Cathedral of the Damned

Or so I dubbed it after my initial concept idea of a cathedral with a cemetery became a volcanic hellfire.

This was my first attempt at making an environment in the Unreal game engine using assets bought by the school along with a few free ones. It's far from perfect and there are a lot of things I'd like to go back and fix, but it was super fun to build and I really want to keep playing with it.

The only requirement was to make 4 rooms or areas, but I wasn't entirely sure what qualified as a room or area so I focused on making it as fun to explore as possible with various points of interest, game rewards, and so forth.


Here is where our adventure begins, out in front of a rather aged building.



A statue is in the center whom I viewed as a pagan goddess of war. She was destroyed in the aftermath of whatever happened at the site to make it empty.






Taking a selfie with the beheaded Goddess Statue no big deal.


Oh.
Here's where I tried to add a story element. Also a potential free weapon if it was an rpg kind of game I guess. 
"Pull the weapon from the skeleton?"


Treasures to reward anyone who does go to the second floor.




I broke a wall in the Cathedral. There's actually two entrances to the back graveyard area, but I figured that having one within the Cathedral itself was easier for the player to advance and made more sense.







The graveyard area isn't as 'fun' as the Cathedral interior. This place is in need of the most polish as it really isn't too visually appealing besides the minor building with a sarcophagus and treasure.

Now for places we missed






Both sides of the Cathedral are framed with that fire...pit thing. And have a gate. The one gate has been destroyed by a falling boulder, thus you can jump through to the graveyard. But it's not as fun nor does the player gravitate that way. Which is good!


That's the map from above. 

Besides obviously meeting the requirement, I wanted to attempt weaving a small bit of story into this visually after listening to a guest speaker that worked for Bethesda. This ended up being the driving force behind a lot of my choices like the machinery, skeletons, chains etc. While a demonic looking ruin of a Cathedral wasn't my intent, it sure made for a more interesting story for the player to navigate. 

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