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Pressure Release

Solo Project | Unreal 5 | Scripting | Spring 2023 | 4 Months

"Pressure Release" is a third-person puzzle-based level made in Unreal 5. The player needs to find cube keys and place or combine them into color-coded boxes to reach the end of each room. In this game, I, as the designer, was handed a prewritten level design document, then built, iterated, and scripted this level. 

Parameters / Contributions

  • Based on the given level design document.

  • 3 gameplay rooms.

  • Color match mechanic with respawn system. 

  • Scripted player abilities, including grab/drop items and airdash. 

  • 5 unique 3D assets based on references.

Design Goals

Goal 1

Implement Based on Given Document

Goal 2

Blueprint Scripting

Goal 3

Modeling & Using 3D Assets 

Goal 1: Implement Based on Given Document

Simulation of Industry Conditions – When building this level, I kept the core mechanics in the given level design document and added personal touches during the iteration process. The final product still holds a similar feeling to the design document. 

Iterate Color Combination Rules – The initial level design document used the RGB color mode as the color keys' combination rule, which requires the player to combine red and green to form yellow. I changed it to be the red, yellow, and blue color system, which allows the player to understand the combination easier. So now, the player combines blue and yellow to form green.  

Documentation Skill – I also designed and wrote my level design document for another designer to use. By looking at the map, the designer can then understand the basic steps of the level.

Goal 2: Blueprint Scripting

Color-coded Moving Platform

As one of the main mechanics, I scripted a set of actors, including a moving platform, a color key, and a box to hold the key. The moving platform will only move up and down when the correct color key (or key combinations) are put inside the box.  

Airdash

This function was initially locked when the player started the level, and only unlocks when the player picks up the gem. The player can press "F" to achieve airdash. 

In-game UI

I also scripted a series of in-game UI to help with player control. Including Main Menu, Pause Menu, and In-game Instructions.

Main Menu

Pause Menu

In-game Instruction

Goal 3: Modeling & Using 3D Assets

Modeling in 3ds Max – Based on reference photos, I modeled an interior modular kit including 2 wall pieces, 2 pillar pieces, 1 door piece, and two panels for free combination. I also modeled 5 props to decorate the room. 

Combination of Assets – By combining the modular kit and the 5 assets I made with the other assets that my classmates created, I created a unique, clean style to this level to make all the rooms look like an experimental testing area. 

Environmental Lighting – A light source of a different color distinguishes each room. The player can see the goal directly by noticing the two glowing pillars beside the exit. 

Gallery

Gallary1.png

Postmortem

What I Learned

  • Don't hesitate to search online for tutorials or ask others for help when encountering difficulties with blueprints. 

  • When writing a level design document, it is essential to have a clear map, grid (with units), legend, and details. The goal is not only for me to have a reference but also for other designers to read and build the level. 

  • I got more familiar with 3D modeling and learned how to create & import assets into Unreal 5 with the correct metrics.

  • Playtesting is always the best way to discover and fix possible showstoppers, soft locks, and breaks. 

Contact Info

  • LinkedIn

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