Antelligence Escape

About The Project:


Role: Level Designer & Set Dressing

Genre: Survival Action/Adventure

Project Length: 4 weeks (2021)


Team Size: 6


About The Game:

Antelligence Escape is a third person action/adventure game developed in four weeks at Futuregames.

We had the requirements to make a survival game featuring an aquatic animal outside of its natural habitat

 

Design Pillars:

  • Upgrade

  • Combat

  • Survival

My thoughts:

From the beginning we had a few different options to choose from. Which was an abandoned zoo, Biodome, space laboratory and abounded water park. We later agreed on mixing Biodome with a laboratory on a deserted planet.

Huge inspiration for the level design and them overall design was biosphere 2. Constructed between 1987 and 1991, Biosphere 2 was originally meant to demonstrate the viability of closed ecological systems, to support and maintain human life in outer space as a substitute for Earth's biosphere. It was designed to explore the web of interactions within life systems in a structure with different areas based on various biological biomes.

Things that helped me get inspired.

https://biosphere2.org/about/about-biosphere-2

https://www.youtube.com/watch?v=Vh4O04Bpovw

 

Overview:

Intensity Arch:

Trailer:

 

Laboratory:

The player find themselves in a laboratory waking up as a hermit crab, that was considerable lager. When they first start the game, I really wanted to sell the environmental story telling really selling the idea that the hermit crab had been experimented on. The goal for this room is to find enough scrap metal and escape trough the ventilation. With this room I wanted to have some foreshadowing and small hints for where the player should go and were then end goal is.

Changes:

- Made the walls thinner they were really thick from the beginning
- Changed the window position that shows the vent’s exit
- Removed un necessary windows
- Changed the pipe walkway from round to square to reuse already made assets

Quick showcase of Laboratory:

Pictures:

BSP blockout early stages:

BSP blockout later stages:

Final version:

 

Corridor:

This area teaches the player how to use the doors that you previously seen from the laboratory but couldn’t open from that laboratory side. These doors are meant for backtracking and cheek points. This area is also used as an introduction to the enemy species that are grown in the facility. With the help from the claw ability that you gained from the lab you can not only brake vent, you can also use it to kill enemies.

Changes:

- Added doors on decontamination chamber
- Made a hole in the fence
- Removed decontamination chamber

Quick showcase of Corridor:

Pictures:

BSP blockout early stages:

BSP blockout later stages:

Final version:

 

Farm:

In this room we promote a bit of exploration to gather loot. But we also tell an environmental story about other creatures that are being experimented on. As the player previously encountered one of these enemies in the corridor the mechanical eel. In this room you will find test tubes and encounter even more enemies.

Changes.

- Expanded the playable area
- Moved staircase from center of the room to right
- Removed more than half of the testing tubes for better gameplay and visibility
- Simplified roof design
- added another type of testing tube on the bottom floor

Quick showcase of Farm:

Pictures:

BSP blockout early stages:

BSP blockout later stages:

Final version:

 

Storage:

Storage is the second to last room it’s also were you escape the facility later on in the game when you have acquired jetpack ability. The Storage room was first supposed to be a traversal room where you use the dash to get around, in the level to get to the end. But that changed and we made it so it’s a highly infested room with enemies instead and decided that the traversal room would come after storage.

Changes:

- Moved the backtracking door from the center to far right
- Rotated and moved most of the boxes to make it feel more natural

Quick showcase of Storage:

pictures:

BSP blockout early stages:

BSP blockout later stages:

Final version:

 

Habitat:

This was the room I had the most problems with. I wanted traversal room where the player uses the Dash that they got in the beginning of the game to really master it and dash to different rocks. But at the same time playing with elevation changes. Which turned out to be difficult. MANY trials and errors later I got something that worked.

Changes:

- To many to count

Quick showcase of Habitat:

pictures:

Final Version:

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