THE ANACRUSIS - EPISODE 4

PROJECT INTRODUCTION

After joining the Stray Bombay Team after being a showcased Map Maker for The Anacrusis, I was tasked with being the Technical Level Designer for Episode 4 for the Main Campaign for The Anacrusis. I was tasked with repairing the level, optimization for the level, as well as creating some really fun events and encounters for Episode 4. I also created and designed the finale event and encounters for Episode 4, which was the ending of the Campaign for The Anacrusis.

RESPONSIBILITES

  • Designer of all of the Events & Encounters for Episode 4
  • Tasked with being the Main Designer for the Finale Room (Engine Room) event in Episode 4 that ended the campaign
  • Worked closely with Environment Artists to Communicate 3D Art Asset Collisions & Navigation Issues
  • Did in-level Balancing and Difficulty adjustments with the enemies for each level within Episode 4
  • Participated & Ran weekly Playtests with the team for balancing out the events that I designed within the Episode

PROJECT DETAILS

  • Unreal Engine 4 Editor
  • Team of 24 Devs!
  • Role: Technical Level Designer
  • Unreal Engine 4
The Anacrusis – Campaign Episode 4

Technical Level Design for Episode 4:

  • I was in tasked with communicating with the A.I director to ensure each level for the Episode 4 Campaign was correct. To do this, I had to implement a ton of Navigation, Building, Editing, and Debugging for the A.I Director. I used multiple Blueprint Actors to fix and debug item spawns outside the playable areas as well as enemy spawns that seemed out of place.
  • Each of these Actors interacted together, as well as acting as the Director to ensure weapons and all other items were spawning in obtainable places. It was also important for me to Communicate areas that were Inaccessible to players, but accessible to Special Aliens to spawn to do special ambushes or attacks on the players.

Blueprint Actor Optimization & Setup for Episode 4:

  • One of the amazing things with The Anacrusis and it’s toolset is it’s being developed to be friendly for Source Engine modders. A lot of the Actors have visual scripting in their properties so it’s easier to connect things such as buttons to doors and much more. I did a ton of this for the Holdout Events to where players have to survive against waves and waves of alien hordes.
  • I got to adjust Difficulty Curves using Unreal Engine’s in-engine Curve System to adjust and make difficulty adapt based on the Director’s needs and wants. If the players had a lot of ammo, it would select and use the curves I optimized for difficulty when an Event starts.
The Anacrusis – Campaign Episode 4
The Anacrusis – Campaign Episode 4

Player & AI Enemy Navigation Optimization:

  • I placed around 300+ Navigation Blocking Volumes to communicate with the A.I Director for the in-game Aliens & Human bots to work. These navigation volumes help coordinate navigation as well for the in-game A.I to determine what path to go, where to spawn, and what places to stay out of. It was very important that the navigation was 99% correct or else the game would not spawn any enemies for the players to shoot at.

My Developer Commentary About Episode 4

Episode 4 Gameplay