Digital Dark Age: Level Design

It’s been a couple of weeks since I posted some progress on my third year major project ‘Digital Dark Age’ but I’m happy to say things are well under way. Last week I began work on the level design in Unreal which will house the interactive, playable version of the concept album.

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In terms of level design it’s quite simple as you can see, the player spawns at the end of a long section of platform suspended inside the ‘digital void’ with the title logo overhead, progressing through the levels by traversing along the platform to hear each new piece of music. There will be information points located in the ‘middle’ of each of the songs, although how the player moves will affect the mix and arrangement of each piece of music.


As you can see above I still have lots of work to do, however the level design is relatively quick compared to the scripting and event creation in FMOD, which uses a number of triggers and blueprints to create the dynamic music system for the level.

 

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The FMOD project in development. This screenshot shows the cue / event for the first song to be heard in the level ‘Digital Dark Age’. Note the logic tracks and parameters for controlling the arrangement and audio mix. 

 

I’ll post some more videos with sound soon, and will be developing the level itself to include the 5 points of interest for each song on the album. Stay tuned!

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