runaround

Unreal Engine 3

A personal project made to learn Unreal Engine 3 and the UDK toolset. This single level is based on a short story by Issac Asimov from his I, Robot anthology. Runaround is about two miners on Mercury who must find a way to repair a malfunctioning robot that has gone out to find resources.

I returned to this project a few months after I initially finished it to further refine the overall design and add a whole new section.

Role: Level Designer

Contributions:

  • Used notes to create a bubble chart, outlining the level’s main path and story beats

  • Created multiple sketches to refine the level design and encounters

  • Blocked out whole layout within Unreal, making adjustments based on player control

  • Placed the necessary props, lights, and triggers used

  • Developed specific interactions and moments using Kismet

  • Reworked the second encounter, building on previous ideas and expanding the level

Initial Blockout and Design

When I began this project, I knew I’d be using the provided Unreal assets to build the level and fill out the environment. Having just read I, Robot, I was inspired by one of my favorite stories in the book since it lent itself to the selection of models within UDK. From there I developed a bubble chart based on key moments in the story, taking creative liberty to tweak the narrative so it flowed better for a game level. This chart became the basis for the initial blockout, done in Maya.

Layout Refinement and Encounter Development

With the rough layout decided, I continued to develop the level by redrawing it in Photoshop and, using the bubble chart, focused on the gameplay for each encounter area. During this time I made note of the Unreal props I’d be using, keeping a list of assets to implement and including them in my sketches.

Encounter #1 - Get Equipped

Upon entry, the doors are all locked except for the office door at the top of the stairs.  Switches inside the office are pressed to open the storage room doors, allowing access to the mining gun and key to the hallway door.  However the key is out of reach and must be shot down.  Once picked up, it can be placed in the slot by the door, unlocking it and allowing passage into the halls.

Encounter #2 - Dig Out

Stepping out of the hallways, players will be on the upper walkway of the cave entrance.  To proceed, the rocks must be cleared out of the way using the mining laser then the tram system can be reactivated.  The tram must be brought up to the lower floor and turned on in the control room. The door opens and players follow it through.

Encounter #3 - Air Locked

After following the tram through, players will watch as the tram malfunctions and smashes into piping on the wall.  An oxygen leak will occur and cause the player to lose health.  To continue, they must pick up a pipe that fell and platform on top of moving machinery to the upper walkway.  Here they place the pipe back and reactivate the venting system, opening the doors.

Final Blockout

Now that I had design documentation and a better idea of what I wanted, I began blocking out the level in UDK. Some changes were made during this time after walking around the environment to help with pacing and the size of each area. One area I originally wanted to include would have allowed players to see the final room before even beginning the second encounter, but this was ultimately cut. In the final level this section is still in the map, just not available to the player as the triggers and interactions were never finished. Hints towards them can be seen in the hallway intersection seen after leaving the first encounter.

Props, Lights, and Interactions

At this point in development, the level finally started taking shape with the addition of props and lighting. The various interactions began to be developed using Kismet and triggers got set up for each encounter. Since props were limited to those included, I got creative and made animated buttons using a variety of assets. To further push the level and help with player feedback, I wrote a short script and had a friend read the dialogue. These voice lines became one of the last additions to the level.

Final Level


Runaround - redux

Encounter #2 Expansion

I wasn’t particularly happy with the original version of the encounter since some ideas I initially had were dropped early on. Some time later I returned to this project and redesigned the area to greatly expand on it, resulting in the addition of more space within the previous encounter and a whole new area next to it. The main focus of this environment became a platforming challenge with light puzzle elements throughout.

Encounter #2.1 - Through the Wall

In the original, players would blast through a wall to collect a sample for use on the higher level. Now players blast through and into a tunnel, gaining access to the back of the fenced in area. From here they can operate the newly placed crane panel and release a crate. With the way back up gone, players must use this crate and a nearby barrel to make a path up and over a fallen fence towards the back.

Encounter #2.2 - Pool Time

Having made it over the fallen fence, players find themselves in a small cave that leads into a much more open area filled with pools of selenium. Standing at the edge of the pool, two agitators spin to mix up the liquid, offering the only way across. With timing, players must jump between them and make it to the opposite end of the room.

Encounter #2.3 - The Other Side

Once over the liquid agitators, players land on a tramway that has long since been broken due to a small collapse. Here they must platform up a series of pipes, using them like makeshift stairs. Now safely at the top and on the other side of the room, players can finally collect a sample to power the tram and return to the main path via another small tunnel.