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Introduction
For the XB3001 module we were tasked with working on a game that focused on our
specialism/chosen design role within the games industry. My 2 key areas of focus are games design
(mechanics design) and level design. I have decided to create a 2d platformer within Unreal that has
a main theme of spies. This is my development log, where I will keep track of progress and track
each milestone of the project.
Initial Tasks and Planning
The planning phase of the development cycle always comes first, I was very sure on what I wanted
to create when I heard the brief for this project – however – I had to convince my tutors that I could
handle and pull off the whole project. This was done by creating a work schedule and project plan.
This included my intended outcome, areas of research, time planning and concepts. The document
was finalised and handed in on the 10/03/16.
My first major task was to create a main character and design their look and how they move. I did
this with help from my girlfriend who is an illustrator for comics. We concepted a few designs but
ultimately chose our favourite and then began creating sprite sheets for running, jumping and
idleing within photoshop.
I also gathered some references and research into the genre and other games that have used the
same main theme of spies. I came across a few good examples and outlined many of them within
my 8 page concept document. I did want to attempt to create a few unique mechanics and features,
however I knew I'd be pressed for time due to not starting this project until early March 2016.
Unreal Project Creation
March 2016
I had already built up a fairly extensive library of knowledge around using the blueprinting system
within Unreal by working on my honours project. So I went into this project with a fair amount of
confidence.
I began by creating my project using the paper 2d template and then using a few starter tutorials to
familiarise myself with the differences between 3d and 2d within Unreal. I then went to Leeds for a
week to work on this project with some of my friends doing a games design course there, I
concepted my tutorial level on paper and began working on it the next day. After this I began
importing my sprites into the engine and playing around with some of the control settings and
adding a double jump feature.
Progress started quite slow, with me being unable to create a good looking background sprite and
this prevented me working on the actual level. However, after a short while of creating sprites
within Photoshop I found my flow and began working on the level I had concepted the night before.
I worked for 4 nights straight in Leeds, doing 6 hours on average per night. I had almost finished
my tutorial level in just 4 days work, I felt on top of it and this pushed me and made me believe I
could do this.
I created a plethora of mechanics using blueprint, ones that I initially thought impossible, such as
camera feeds, cones of vision, keycards and much more. I used a few tutorials and I was really in
the zone, I was having a blast and had refound my passion for games design. Discovering how well
I work under pressure and using this to drive my work forward.
I have now added in an electricity flipbook actor that misses a few frames as to simulate a flashing
effect. This works well as a timed obstacle for the player to tackle, I am very happy with how I
came up with a solution to make this possible as it seemed impossible via blueprinting.
I then took a few days off for a break to keep my passion for the project alive. Then the next week I
started work on the project again and finished my tutorial level within the next 2 days, so in all I'd
taken only 6 days of around 6 hours of work a day to complete my tutorial level. Then I
immediately started work upon the second and final level of the game during the same day. I created
some sprites and began work upon the level, making sure that the environment design was
completely different and offered something new.
I have now added a checkpoint system to the second level, as it is fairly more complex and can be
quite annoying to have to start again when you die right near the end of the whole level. It is not
fully polished and working perfectly but for now its a nice little system that I hope to be able to
refine later on.
I have finished the whole second level now, I added a few matinees to the level to create some
moving platforms and a few new turret actors. I am overall very happy with the game and although
the core mechanics and design are finished I plan to polish them and possibly add some new
animations into the game.
On the 28/03/16 I have started trying to package my project and see how it runs as a standalone exe
outside of the editor, I am having a well known issue with the game crashing when I call the 'open
level' function to replicate death. I have sent a report to Unreal and hope to hear back soon, as long
as doing some googling which has seemed to prove useless as many users have reported the issue
but nobody seems to be able to find a fix. It works through launching via the editor which is good
though.
I am now adding sounds and music to the game, I feel these will enhance the quality and immersion
of the game significantly. I have added jumping sound and background music, I am looking into
adding location activated sounds for the electricity and other hazards but for now this is all I have. I
have also created a randomised list of gun shot sounds that will play when the player fires their
weapon, this adds to the overall experience.
April 2016
I have uploaded a short video of the game before sounds and before it was full finished being
played on the first level. It is a representative video of how the game looked towards the end of
March, however I only just got it uploaded. https://www.youtube.com/watch?
v=8HiyNbFWYs4&feature=youtu.be
I have also added a plethora of sounds and worked out how to add diagetic sounds, for things like
electricity, helicopters, obstacles and many more things. The game is really coming together and is
starting to play really well.
I have now finished adding in all of the games sounds and the game is complete, I am very pleased
with how its turned out and now just have to get some feedback next week in Leeds. I will then
change or add anything that I see fit and that I have time to do.
I have also started creation of the A2 design sheets that detail mechanics and other things to do with
the game.
I have now finished the design sheets and have completed the whole project ready for hand in
(15/04/16)

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Dev Log XB3001 Sam Gregory-Haigh

  • 1. Introduction For the XB3001 module we were tasked with working on a game that focused on our specialism/chosen design role within the games industry. My 2 key areas of focus are games design (mechanics design) and level design. I have decided to create a 2d platformer within Unreal that has a main theme of spies. This is my development log, where I will keep track of progress and track each milestone of the project. Initial Tasks and Planning The planning phase of the development cycle always comes first, I was very sure on what I wanted to create when I heard the brief for this project – however – I had to convince my tutors that I could handle and pull off the whole project. This was done by creating a work schedule and project plan. This included my intended outcome, areas of research, time planning and concepts. The document was finalised and handed in on the 10/03/16. My first major task was to create a main character and design their look and how they move. I did this with help from my girlfriend who is an illustrator for comics. We concepted a few designs but ultimately chose our favourite and then began creating sprite sheets for running, jumping and idleing within photoshop. I also gathered some references and research into the genre and other games that have used the same main theme of spies. I came across a few good examples and outlined many of them within my 8 page concept document. I did want to attempt to create a few unique mechanics and features, however I knew I'd be pressed for time due to not starting this project until early March 2016. Unreal Project Creation March 2016 I had already built up a fairly extensive library of knowledge around using the blueprinting system within Unreal by working on my honours project. So I went into this project with a fair amount of confidence. I began by creating my project using the paper 2d template and then using a few starter tutorials to familiarise myself with the differences between 3d and 2d within Unreal. I then went to Leeds for a week to work on this project with some of my friends doing a games design course there, I
  • 2. concepted my tutorial level on paper and began working on it the next day. After this I began importing my sprites into the engine and playing around with some of the control settings and adding a double jump feature. Progress started quite slow, with me being unable to create a good looking background sprite and this prevented me working on the actual level. However, after a short while of creating sprites within Photoshop I found my flow and began working on the level I had concepted the night before. I worked for 4 nights straight in Leeds, doing 6 hours on average per night. I had almost finished my tutorial level in just 4 days work, I felt on top of it and this pushed me and made me believe I could do this. I created a plethora of mechanics using blueprint, ones that I initially thought impossible, such as camera feeds, cones of vision, keycards and much more. I used a few tutorials and I was really in the zone, I was having a blast and had refound my passion for games design. Discovering how well I work under pressure and using this to drive my work forward. I have now added in an electricity flipbook actor that misses a few frames as to simulate a flashing effect. This works well as a timed obstacle for the player to tackle, I am very happy with how I came up with a solution to make this possible as it seemed impossible via blueprinting.
  • 3. I then took a few days off for a break to keep my passion for the project alive. Then the next week I started work on the project again and finished my tutorial level within the next 2 days, so in all I'd taken only 6 days of around 6 hours of work a day to complete my tutorial level. Then I immediately started work upon the second and final level of the game during the same day. I created some sprites and began work upon the level, making sure that the environment design was completely different and offered something new. I have now added a checkpoint system to the second level, as it is fairly more complex and can be quite annoying to have to start again when you die right near the end of the whole level. It is not fully polished and working perfectly but for now its a nice little system that I hope to be able to refine later on. I have finished the whole second level now, I added a few matinees to the level to create some moving platforms and a few new turret actors. I am overall very happy with the game and although the core mechanics and design are finished I plan to polish them and possibly add some new animations into the game. On the 28/03/16 I have started trying to package my project and see how it runs as a standalone exe outside of the editor, I am having a well known issue with the game crashing when I call the 'open level' function to replicate death. I have sent a report to Unreal and hope to hear back soon, as long as doing some googling which has seemed to prove useless as many users have reported the issue but nobody seems to be able to find a fix. It works through launching via the editor which is good though.
  • 4. I am now adding sounds and music to the game, I feel these will enhance the quality and immersion of the game significantly. I have added jumping sound and background music, I am looking into adding location activated sounds for the electricity and other hazards but for now this is all I have. I have also created a randomised list of gun shot sounds that will play when the player fires their weapon, this adds to the overall experience. April 2016 I have uploaded a short video of the game before sounds and before it was full finished being played on the first level. It is a representative video of how the game looked towards the end of March, however I only just got it uploaded. https://www.youtube.com/watch? v=8HiyNbFWYs4&feature=youtu.be I have also added a plethora of sounds and worked out how to add diagetic sounds, for things like electricity, helicopters, obstacles and many more things. The game is really coming together and is starting to play really well. I have now finished adding in all of the games sounds and the game is complete, I am very pleased with how its turned out and now just have to get some feedback next week in Leeds. I will then change or add anything that I see fit and that I have time to do. I have also started creation of the A2 design sheets that detail mechanics and other things to do with the game. I have now finished the design sheets and have completed the whole project ready for hand in (15/04/16)