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Development Log

Contents
Planning ...................................................................................................................................... 2
Brainstorming (Initial Ideas) - Game Core Design .............................................................................................. 2
Generation of Ideas ............................................................................................................................................ 2
Development Strategies & Techniques .............................................................................................................. 3
Development Process Plan (Prioritised)......................................................................................................... 3
Time / Design Management Strategy ............................................................................................................ 3
Expansion ....................................................................................................................................................... 3
Research & Resources (Preparation).................................................................................................................. 4
Game Creation – Unreal Development Kit ....................................................................................................... 5
Planning .............................................................................................................................................................. 5
Generation of Game Ideas (Supporting Document) ...................................................................................... 5
Dynamic & Interactive Map Ideas .................................................................................................................. 9
Royalty Free 3d Assets ..................................................................................................................................... 11
Setting up Game Ready Aspects....................................................................................................................... 12
Testing Before & After ................................................................................................................................. 12
Collision ........................................................................................................................................................ 12
Lighting......................................................................................................................................................... 13
Sound ........................................................................................................................................................... 17
Compound Model ........................................................................................................................................ 24
Blackhawk Helicopter: ................................................................................................................................. 26
Kismet – Experimenting & Testing Purposes ............................................................................................... 27
Perspective Views: ....................................................................................................................................... 27
Test Map........................................................................................................................................................... 28
Final Mission Level Map ................................................................................................................................... 29
Completed Mission Level Kismet Script ....................................................................................................... 29
Blackhawk Helicopter .................................................................................................................................. 29
Vehicles & Weapons .................................................................................................................................... 30
Flow of Gameplay ........................................................................................................................................ 31
Controllable & Automated Turrets .............................................................................................................. 31
Destruction and Respawning ....................................................................................................................... 31
Conclusion .................................................................................................................................................... 32
Planning
Brainstorming (Initial Ideas) - Game Core Design
I started developing my game concept by creating a mind map to organise all my initial ideas and
general brainstorming. The purpose of this was to use the mind map as inspiration to create a game
concept and maybe even as a guide; I already had a broad idea of what direction I wanted to take
my game in due to previous work in level 3 and also because of my passion to create my own game
or mod. I decided to progress through the development process by using this mind map as a starting
point, I did this by discarding what I think is unhelpful and kept what I thought was important.

After analysing external research and other resources I managed my mind map by prioritising my
work and decided what path is the best for me to follow in terms of enjoyment and genuine interest.
Because of my experience with games I am very self-confident to make an action shooter game, and
after looking at inspirations like my favourite films and video games I made an educated judgment
call by deciding on the structure of my game based on personal experience.
Generation of Ideas
Game Style (Theme) - Post-Apocalyptic
Time Setting – Modern Day / Near Future
Main Story Link (Base of Storyline) – Nuclear / Biological Warfare
Landscape – Wild & Urban Environments (Mixture)
Environment – Rain or Snow & Real World References
Development Strategies & Techniques

Development Process Plan (Prioritised)


Because I am aware of the level of degree of the work ahead of me I have decided to create a
process plan as a strategy when planning and developing my game, in basic form I am thinking of the
work as a pyramid working from the bottom to the top in the sense that as I progress the project
tasks become more defined or technical and also narrower so there is minimal margins for error as
well as time management to consider.

Time / Design Management Strategy


To minimise the risk of failure I have developed a plan for creating my game level, the strategy
consist of designing my game small and easily manageable, and then building out or expanding the
game in stages until the final product. The advantage of me using this technique is that if problems
or other factors occur often enough to affect the finished production of the game then I still have a
working game which has a start and end. Basically I will be extending the storyline by creating side
missions or tasks in the game, so it’s depending on my work flow and time management how
detailed my finalised game will be, but despite any setbacks my game will be finished to high quality
regardless of the maps size.
Expansion
I may have only designed my game level up to certain point but I have purposely designed the level
in a way which leaves options for expansion, I have did this by restricting the levels map size by
water and invisible barrier walls. This leaves the option to implement methods of expansion in my
map, for example using a boat to travel across water to a new area of the level or removing an
invisible barrier so the player can pass through.
Research & Resources (Preparation)
I prepared myself for the tasks ahead in the game engine unit by continuously improving my
knowledge and understanding on how a games developments works, I carried out hours of research
on a regular bases and used supporting resources like documents, to ensure the success and quality
of my work during the process of developing for games design and creation is completed to a
satisfyingly high standard. Throughout the process of the project I have watched many video
tutorials and information regarding game engine design, I found that through these tutorials I had
expanded my knowledge on the unreal development kit, developed upon my own skills, and
experienced useful game engine related elements like scripting, visual kismet coding, model or asset
handling and more. As well as self-researching and reading documents like udk for beginners guide
for support, I also shared and exchanged knowledge with my classmates to increase the overall
quality of everyone’s finished game. Website like the world of level design and the unreal
development kit forms have been the most beneficial for me during the process of the project, by
using the skills and techniques I had developed from the resources I have taken advantage of I am
ensuring the overall quality of my game mod and the whole unit is completed to the best of my
ability.
Game Creation – Unreal Development Kit
Planning
The planning stage of my game's mod development started by me designing multiple support
documents which include the game mode ideas, gameplay elements, narrative, asset prioritising,
sound resources and more for the mod. After I created supporting documents and planned a flexible
storyline I could design game elements including a 2d concept level layout for my mission level map.

Generation of Game Ideas (Supporting Document)

Inspirations
This game mode is of my own design but inspired from aspects of other games. I have chosen to
include the aspect of two triggers which require both players to use at the same time like the door
switches in the game Resistance 2 as well as other games. Another game I have borrowed from and
redesigned to my unique creation is the Call of Duty franchise, in these games there is a multiplayer
mode called Search & Destroy which involves a two team battle with one team destroying one of
two the targets and the other defending the targets. As well as this the Call of Duty game Black Ops
2 has helped me with my ideas, the specific aspect which inspired me was the campaign missions in
which the player can take control of any member of a military squad. I have used these games as
research to create my own game mode, the reason for this is because I have had hands on
experience with them both so I am able to judge what works and what doesn’t.

Mission Objectives
The game mode I have created involves two mission objectives. The first is hacking into a terminal to
retrieve classified intelligence and also to locate the secondary objective. After successfully hacking
into the terminal, the next objective is to setup a bomb on the side of the cargo container. Finally
both the user controlled player and friendly AI needs to deploy a trigger system on each side of the
bomb and detonate it at the same time.
[Start]

 Invade enemy base and locate the terminal

 Hack into the terminal twice retrieving both classified information and locating secondary
operation objective

 Travel to coordinates & setup explosive charges on container

 Deploy two trigger devices on either side of the bomb

 Connect trigger devices to the bombs location

 Start the countdown to detonation

 Defend bomb trigger devices from disablement by enemy forces

 After destruction, escape to the nearest extraction zone

[End]
Rules
 At least 2 soldiers must be kept alive otherwise mission fails.
 During the time of the AI hacking into the terminal, both the terminal & AI soldier must be
defended from incoming enemies.

 Retrieving classified information will take 40 seconds to complete


 After copying completes, player needs to take the memory card
 User controlled player must use terminal for 10 seconds in order to start the automatic search
for the specific container, this means this time both user controlled player and AI squad mates
will defend the terminal.

 Searching for the container will take 30 seconds to complete


 Deploying the trigger devices and connecting them both to the bomb will take 15 seconds but
both user and AI soldier cannot defend themselves in any way unless they cancel and start again.

 The bomb countdown timer will take 2 minutes to complete, meaning the triggers need to be
defended by waves of enemies.

 To finish the mission the user controlled player will have to reach the extraction team and get
into the helicopter to escape.

 The user controlled squad will have a time limit to complete every mission objective and get to
the LZ or extraction zone.
Level Specifics
 Unlimited enemy spawns but controlled amount of enemy players
allowed in the level, the amount of hostiles allowed to attack the
player’s team will be determined by the objective the user is
trying to complete.
 User controlled soldier with 4 – AI teammates
 One particular AI soldier must be defended and be kept alive up
to at least the bombs detonation, otherwise the mission fails.
 When user controlled player dies, user controls an AI teammate
 When connecting trigger device one is used by user controlled
player and the other is AI controlled player
 If the user controlled player dies with the memory card, the AI of
which the player takes control of will need to pick it up.
 If the memory card is destroyed the mission fails.
Mission Story
Mission starts with player inside vehicle traveling to captured enemy research centre with AI
teammates, upon arrival player breaks inside and opens the door for teammates to follow. The team
will then split up in order to complete the mission objectives (cut scene), the AI will drive up the road
to take over the control room with the controlled player going solo through the building attempting
to reach the laboratory. Before the player reaches the laboratory his team will radio in informing the
player that they have secured the control room, after gaining access to terminal the player will hack
into it. The terminal needs to be hacked twice, once for the retrieval of classified files (AI carries
Intel) and again to locate and confirm the development of biological weaponry. At this point
teammates will radio in saying they need assistance in the control due to enemy fire, the player then
travels to control room regrouping with teammates and retaking the control room. After retaking
the control room the player finds the terminal controls are destroyed and enemy reinforcements are
inbound (cut scenes). The mission objective then requires the player to help all but one AI solider to
hold enemies back from the windows on the second floor, after a certain amount of time or kills the
player is then order to fall back into the lab and defend the AI bomb planter. After the bomb is
planted the player defends the bomb, the player is then split from the rest of the team due to
enemy shooting the bomb collapsing part of the building, at this point enemy rockets hit the
dormant volcano outside which causes larva to flow out of the created hole which destroys part of
the building (cut scene). An evacuation is then ordered the ground then shakes and a countdown
starts to the volcano eruption shortly after the bomb goes off which triggers the
Possible Starts
Normal: player & team invades compound in vehicle unnoticed

Hard: player alone & stealthy invades the base & opens gate

Possible Endings
Secret ending is available if the player can link up a device to the mainframe located in the building
then the player is ordered to provide sniping over watch from the rooftop for a certain amount of
time before friendly air support arrives destroying the enemy reinforcements convoy.

If enemies kill bomb planter then a volcano eruption will happen meaning the player escapes
through the forest which is on fire to the helicopter extraction zone.

If bomb is successfully planted then a (players is separated from team) timed extraction is triggered
causing the player to travel through the control room and inside the mountain to reunite will
teammates for vehicle extraction across the bridge to the extraction zone.

{Possible Assassination Outcome}

Dynamic & Interactive Map Ideas

Interactive Map Elements

 Zip line (Call Of Duty – Black Ops) {Call Of The Dead – DLC}

 Climbable Ladders

 Water Vehicles [Dingy & Boat with Controllable Weapons]

 Land Vehicles [Military & Civilian Based]

 Air Vehicles (Military Helicopters – Airstrikes)#

 Manual turret gun (Red Dead Revolver – Galton Gun)

 Environment Controls - doors, gates, communication etc.

Dynamic Map Elements (Triggered)

 Switches / Buttons / Leavers

 Bomb Planting

 Restricted Zones

 Elevators

 Train Tracks Path [Links in with Dynamic Map Elements]


Dynamic Map Elements
 Train (Red Dead Revolver)

 Volcano eruption

 Destructible areas (Battlefield 4)

 Weather [Rain, Snow, Fog/Mist]

 Collapsing buildings

 Smoke [Fire – Links with Stationary Map Elements]

 No Man’s Land & Unauthorised Zones (Call Of Duty – Black Ops) {Berlin Wall – Machine
Gunner – DLC)

 Cut Scene (Player Required Response – Call Of Duty)

Stationary Map Elements


 Radioactive Areas

 Poisonous Areas

 Fire / Larva Areas

 Unauthorised Areas

Scorestreaks – Radio – Support Drops


 Secret Radio Locations – Allows players to call in both AI & User controlled streaks.

 Airdrops (Grand Theft Auto 5 – Multiplayer)

 Earnable Rewards (Call Of Duty – Multiplayer)

Scorestreak Rewards – Variety


 Airstrike

 Additional Weapons

 Ammunition Refill

 Enemy Exposure [Reveal Enemy Locations]

 Vehicle Locator [Reveal Vehicle Location – Delivery]

 Jetpack [Double Jump / Hover Abilities]

 Health Refill

 Additional AI Support Team [Call Of Duty MW3 – Survival Mode]


Map Design/Alternative Methods/Cut scenes/AI

 Team splitting up to regroup later [Building Collapses / Locked Door / Objectives Divided
amongst Team]

 Radio Communication With Team

 Some cut scenes require player to respond to cut scene by pressing certain controls (Call Of
Duty – Modern Warfare 2 Ending Cut Scene Killing General Shepard)

 Players are required to follow AI teammates.

 Player controlled choices allow player to decide which path to take [Join Teammates
Through Forest / Vehicle Escape / Descending Off Rooftops]

Royalty Free 3d Assets

Without taking advantage of the royalty free assets which are available for me to use I will only be
giving my game limitations of the elements which can be used in my game, with every asset I use I
do understand how it was originally created but I am unable to design and create all the models
myself due the time limitation on the project’s completion. I have used royalty free 3d assets for my
game to assist me with the creation of my games static environment aesthetics as well as mechanics
and animated events. The reasoning for me using assets which I haven't created was because I didn't
want my own level of skill developing 3d assets or the timeframe of the project to influence the
quality of what I am able to create for my game. 3d assets like building props, speed trees, textures
etc. are purely aesthetic and have only been used for adding realism to the environment in my
game. Some of the royalty free 3d assets I have used are an important element to my mission’s
structure and mods gameplay, for instance the Blackhawk helicopter model is used as a means of
transportation and killing enemies which is a necessary part for completing two major objectives.
There are also some packages which I have downloaded which will be interactive mechanics in my
game such as weapons and vehicle models, I have specifically used these models for as an effective
way of making my mod bigger, more accessible, more entertaining and adding variety to the
gameplay.

I have decided to extend the development of assets by UV mapping and texturing some of the 3d
assets that I don't think relate to the style of my game, I did this because I helps me understanding
the process at every stage of creating game ready assets as well helping the models I use correct
interpret, react and visually relate to the environment in my game. An valuable advantage of using
free royalty assets is I have managed to learn multiple techniques for creating accurate complex
assets such as uvmapping, light mapping, texturing, modelling, scripting, rigging and preparing
models for the unreal development kit game engine.
Setting up Game Ready Aspects
I followed the same structure of implementing the 3d assets into my game with each asset to ensure
that the model works as intended and is indeed game ready for me to use when constructing the
development of my mission level in the UDK game engine. The reasoning of setting up the assets so
they are game ready before the creation of the environment in my game is because I decided that
figuring out the functionality of the assets and mechanics for my mod is best handled separately.
This also means that when it is time to combine everything into one game level I am not trying to
find and fix multiple problems that could occur, instead I just implementing everything I have
learned so far and that I am confident works so the risk of my game glitching or consisting of other
problems is greatly reduced.

Testing Before & After


With each model I create or download as a royalty free asset I will test by exporting the file as an FBX
and importing it into unreal development kit via the content browser, from there I will test out the
lighting properties of the asset as well as functionality, collision and reliability to the style of my
game. I have tested importing static meshes, skeletal meshes and textures into my game to ensure
they react correctly to the environment and work as intended. After the initial testing of assets I will
then further develop them, fix them or place them into a game ready folder I have created entitled
my UDK package. If I decide to expand on the development of an asset it means I will correctly UV
map the asset with channels for both materials and lighting as well as adding my own custom
collision to the models if need, but if I find that a texture is not working correctly then I will import it
into Photoshop and adjust it to the power of two and possibly edit the design. With the completion
of me developing a model beyond its original properties I will then restart the process in the sense of
testing the model and making changes if necessary. To justify why I choose to carry out this specific
method is because of its effectiveness to leave no errors and finish with an asset which I find usable
and efficient in my game.

Collision
Collision is an important aspect for my game especially for certain models including the compound
of which my game is based around, this means it was essential for me to learn how to generate
collision with the unreal development kit game engine or develop my own in the Autodesk Maya
software as an FBX format. To conclude my research I now know how to create custom complex
collision inside and out the UDK game engine, for example inside Maya I can create replicas of
models with an instance name of UCX or MCDCX then reference the model asset. I also know that
the builder brush in UDK is capable of creating blocking volumes inside the game engine as well as
the static mesh editor can auto convex collision for simple models. I believe it has been imperative
for me to know these techniques as well as others when creating my game due to the level of
complexity of my mission level and some custom assets used.
Lighting
The first light I created for my map was a light mass importance volume which is basically a
directional light that covers the whole map just like our sun does for the earth. I imported this by
right clicking on the add volume tool and locating the light mass importance volume then resizing it
in the other viewports to covered the hole map.

I decided to change the colour of the light mass importance volume to create a sunset setting for the
map. I done this task by right clicking on the light mass importance volume’s direction dominant
directional light and choosing to view its properties (the shortcut for this is F4). Next I entered the
light component section of its properties and choose its colour within the light colour tab.
The next step for me was to give the fire animation an actual light source. I did this by adding into
the level a point light from the actor classes tab, the actor classes tab is located beside the content
browser’s tab. I decided to change the colour of the point light which would be representing a fire lit
torch to orange because it would give a more realistic appearance. In order to do this I had to access
the point light’s properties by the shortcut F4.

To finish the process of adding light to the animation I needed to position the point light inside the
fire animation, in order for this to work properly I had to be exacted with my positioning by using all
four view points to help me (shortcut for all viewpoints is Alt - X).
What I have learned
By following the internet tutorials provided and finding my own, I now feel confident that I know the
basics and more about how light works in UDK. By combining what I already know and learning how
to complete various lighting task I am now able to use light mass importance volume, directional
lights, point lights, sky lights and spot lights with confidence.

I have also learned how to use all the properties of each individual light within the actor classes tab.
This ranges from knowing how to make the light sources increases and decrease in brightness, as
well as how far the light travels otherwise known as fall off point.

Creating animated fire with an actual light source coming from it something I have failed to do in the
past but by using the tutorials I found and the ones provided I was able to succeed in making fire
look realistic in UDK.

I only had one problem when I was experimenting with the light actors; the problem in this case was
using the point light to create a realistic representation of a fire. I had tried using multiple types of
light actors and experiment in both the actor classes tab and the content browser but I still couldn’t
figure out how to add the fall off aspect to the light source to create a glow. After a long period of
time I found a YouTube tutorial on how light works and included in there was how to add a fall of
point which I now know is done in the properties bar.
Sound

Environment
I have decided to create a simple environment with running water so when I add sound it’s easier for
me to understand how it reacts with other aspects of the map. The area I have created was made
with items located within the content browser, the objects I have chosen are all static meshes which
include four rocks or one duplicated four times, a simple roof with a similar texture as the rocks and
four simple waterfalls. I have chosen the waterfalls in my map to be represented by the sound of
which I will be adding, this is because waterfalls tend to make a loud sound which is recognisable to
most which makes it perfect to use as an example in my sound experimentation.

I have added four waterfalls close together but still distanced apart enough to have different levels
of sound volume, this means I have made it challenging for myself to make a realistic sound source
that will change in volume and possible other sound aspects like pitch every time a player moves
position or rotates their head. I am also setting myself the challenge to figure out how to make
sound work through headphones, for instance when a player moves position or rotates either the
left or right headphone depending on the position of player will export a louder and possibly
different sound all together.
Implementing Sound
Before implementing sound into my map I needed to determine which sound to use, to find out I
opened the content browser and set the search to find sound wave data and then more specifically
water. I am using a sound wave data type because it is one sound instead of multiple collected
together which would be a sound cue, it also allows me to loop the sound without there being a skip
in the sound because it is a continues singular sound.

Because of the design of my map or more specifically the position of each of the waterfalls means
choosing the right sound for them needs to be of a particular sound. After consideration I have
chosen a water sound of the ocean instead of a waterfall sound type, this is because this particular
sound is not as common or recognisable as the others so therefore a good choice for me to use. It is
important for me to choose a sound like this because the design of my map is uncommon meaning
the sound created would be unique.

I have positioned the water sound wave data type in my map under the roof or rock inside the
waterfall, I have used all four viewports to help me place the sound data type exactly in the middle
of the waterfall and as close to the ground as possible without penetrating it. I positioned it here
because it will help me improve the quality and realism of the sound which is produced because
when the player moves in any way it will export and slightly different sound of the same type.
I have gone into the properties of the sound wave data type and resized the distance of which the
sound stretches to an appropriate and realistic amount. To make it more realistic I have also
changed the properties of the sound so it has a fall off point, a sound fall off point works in the same
way as a light fall off point in the sense that it becomes less noticeable the further you are away
from it. I have played in the level and I am overall happy the sound and realism which has been
created from water sound wave data type.
Creating Sound Cues & Implementing Realistic Aspects
I was happy with the sound which was made from the singular sound wave data type I added to my
map after I tweaked it. But in order to create a sound which matched the design of the environment
I created, I needed to make my own sound in order to create a realistic feel to the map. To
accomplish this task I brought the content browser back up, right clicked in blank space and choose
the option new sound cue. I then named the new sound cue I was creating and clicked ok to bring up
the sound cue editor.

The sound cue editor allows me to create a unique sound which will be made specifically to add
realism into my map. I began to create a sound cue by choosing two different sound wave data
types, which will be used in combination with each other to export a different sound type at
different ranges from the source. In order for me to merge the two distinctive sounds together to
form a realistic sound cue I needed to use the distance crossfade tool, which works by having one
sound playing at close range and another playing at a longer range but merging or cross fading them
together when the player moves in between them. I then extended the sound cue design by adding
an attenuation tool to the diagram linking it to the distance crossfade tool, the purpose of an
attenuation tool is that it changes a sound wave data's volume depending on the distance from the
source. I choose the distance of the fall of point on the attenuation tool to a size which will mimic
real life. The last tool I needed to use was a looping tool which plays the sound cue design in a
sequence and when the sequence ends it then replays it or loops the sound.
In order for me to import sound into my map I need to convert the sound cue I have created and
saved into an ambient sound instead of a master, this is because an ambient sound allows us to
create ambient zones. I can convert the sound cue into an ambient sound by right clicking on the
sound cue, going into sound classes, sfx and then choosing ambient. To place the sound into the
level the sound needs to be selected in the content browser, then you right click on the level and
choose either add ambient sound or add ambient sound moveable. I placed a regular ambient sound
into my map because the sound cue I am using doesn't need to move dynamically in my map.

To complete sound task for my level I needed to resize the space of which the sound travels to
create realism. I can do this by changing the properties of the orange sphere which represents the
sounds radius, the outer sphere shows where the sound drops off and the inner sphere is where the
sound is at its loudest and clearest.
To make the sound exported from the sound cue even more realistic I have checked the spatialise
box in the attenuation properties. The spatialise feature means that sound is able to work through
3D, for example if a player moves position when listening through speakers or headphones the
sound will change so it’s more dominant through one earphone or speaker system.

What I have learned


By following the tutorial provided and researching on my own I am now confident when it comes to
creating and implementing basic sound into UDK. I believe the biggest benefit was learning how to
use the sound cue editor; this is because being able to make my own sound cues can lead to
successfully creating whatever mood I wish. Learning how sound works is important when creating a
realistic aspect to any map, for example one might use the sound of wind and muffled voices for a
horror/thriller type of level.

I experienced a number of problems when implementing sound into my map, but the biggest and
longest to understand was figuring out how to export sound in 3D so it changes through multiple
speaker systems and headphones depending on the player’s position and camera angle. I was eager
to find out how to add this sound feature into my level because it could vastly improve the quality of
realism within the environment I have created. Also knowing how to use the spatialise sound feature
would benefit me for projects in the future.
Compound Model
The compound model is the most important asset to my game due to the entire structure of the
games design being built upon the compound model. I have created initial designs for the model
which I will use during the modelling process as a guide but I don't expect to stick completely to the
initial design. It’s important for me to correctly model the proportions of the compound and also
extrude the model as much as possible to increase the overall size because there are multiple
objectives which take place inside the compound so it’s vital for it to be large and multi levelled.
 Step 1 (Modelling, UV mapping & Texturing): I started to create the model by using a
previously made design as a reference and guide on roughly how the finished asset should
look. I decided to create the model in Autodesk Maya by starting with a cube and extruding
the faces until the model takes shape, after the rough design was complete I added detail to
the structure like windows and ledges for a more realistic and satisfying appearance. After
creating the model I then generated a UV map and then experimented by adding my own
custom textures until I was satisfied with the results.

 Step 2 (Redesigning & Preparing for Game Engine): Even though I was relatively satisfied
with the outcome of the I discovered that my design was too small and so therefore I
duplicated the building model I made four time and remodelled the structure so I became
one giant equally balanced model. After I merged the models together combining them into
one I separated the faces used for the windows of the building to import them separately,
the reason for this is because I want to the use fracture tool to make them breakable and
more realistic for the game.
 Step 3 (Importing into UDK & Testing): To complete the process of the model and setup the
start point for creating my level I exported the compound in a FBX format and imported it
into UDK via the content browser with import textures and materials selected. The model
worked as intend and I was happy with the results apart from an error regarding shadows
and shadow bleeding which was caused by the asset having overlapping UV's, I attempted to
fix this multiple times by reversing the UV's and trying other techniques but after a
considerable amount of time spend repairing the aesthetic appearance of the model I
decided to abandon the tweaking of the lighting issue until a later date if possible. When I
imported the windows separately I used the fracture tool to make them breakable and
realistic as well as adding a smashing sound for an added realism effect.
Blackhawk Helicopter:
The Blackhawk helicopter is an important aspect of my game and therefore it is a top
priority for me to construct to the highest quality I can accomplish. I am already
satisfied with detail of the model of the helicopter that I downloaded as a royalty free 3d
asset, so I won’t be changing the structure of the model for my game only the texturing
and implementing animations.

 Step 1 (Testing for Errors): I began to test the model by exporting the model in
Autodesk 3ds max into an FBX because it’s the most appropriate file type and
compatible with unreal development kit. I test the collision, lighting and texturing
properties of the model within udk and found that the UV light map as well as the
quality of the texture to be at an unsatisfactory level.
 Step 2 (Repairing & Texturing): I started to repair my model by correcting the
overlapping UV's while using the texture editor to organise the UV layout, I found this
important as the model was complex and having overlapping UVs caused a terrible
light problem that reduced the quality and realism of the helicopter. I also decided to
retexture the floor and the jammer on the helicopter because I felt the original
design looked unrealistic.

 Step 3 (Game implementation): Now my model was game ready I exported the 3d
asset through Autodesk Maya as an FBX format and then imported into unreal
development kit as a static mesh but I didn't combine the mesh on import, the
reasoning behind this was to animate the rotors on the helicopter for a realistic
helicopter flight effect. Finally to complete the process of completing the 3d asset
Blackhawk helicopter for being game ready I then animate a flight path using
Matinee inside udk and also added a mechanic for triggered doors for the player to
use.
Kismet – Experimenting & Testing Purposes
I have used kismet inside UDK's game engine for multiple purpose including animations, events, and
actions and spawning of AI bots. Due to the complexity of some of the events inside kismet I had to
develop parts of the scripting from scratch with no start point or tutorial to help me complete my
goals. In order me to tackle the challenge of scripting in kismet I researched and learned about how
actions, events and variables are used to create complex scripting systems. I managed to create an
automated turret, a fully animated interactive Blackhawk helicopter and a kill streak system similar
to games like the call of duty multiplayer franchise. I have also used kismet for triggering events,
objectives, AI bots, sounds and more which help complete and build upon the atmosphere of my
shooter game.

Perspective Views:
I have planned for three types of perspectives views for the player in my game; the idea is to
alternate between perspectives at different stages of the game so the player is given variety and also
to change the gameplay to a more epic presentation. The three perspective views include first
person, third person and camera switches in areas of the game, the purpose of having random
camera changes is so the player doesn’t miss anything and also like the film industry helps create a
more epic scene.
Test Map
To prepare for the task of creating the final game I have made a test map inside the UDK game
engine so I can test the assets, scripts and mechanics of which I created or modified for the unreal
development kit game engine. Over time the test map has changed in terms of content and
sophistication of gameplay elements, for example as well as test asset I was also able to create a
toggle enable torch that can be used to support the games mechanics and also the depth of
gameplay in terms of technicality and entertainment. Although everything which is kept inside the
test map after testing is available to use for my game I have decided only to use the assets I see
necessary for creating the aesthetic style and gameplay mechanics for my mission level.
Final Mission Level Map
Completed Mission Level Kismet Script
I have multiple visual scripting sets inside kismet for a number of important purposes; I have kismets
script for the Blackhawk helicopter, automated turret, artificial intelligence, 1st and 3rd person
perspective views, multiple modifying health variables and destroy events, sound and more. Because
I have already tested the entire kismet previously I have been able to recreate the scripting for my
final game level with no problems and also more efficiently due to me simplifying some the of the
scripting for improving gameplay performance.

Blackhawk Helicopter
In my finalised version of the game's mission level I have three purposes for the Blackhawk
helicopter other than its aesthetic appearance. The asset is important because it fly’s the player into
the battlefield, provides over watch support which is triggered by an in game timer, and also a
personal escort around the map which the player can activate. As well as this there will also be
enemy helicopter which activity gun down the player’s teammates and also the actual player
controlled soldier.
Vehicles & Weapons
The controlled player, his squad mates and the enemy will all able to access vehicles and specialised
weapons which can change throughout the duration of the game. By default the player is given an
assault rifle for long range and a pistol for short which is also the same for some his AI squad and
enemy bots, to balance and create a variety of battlefield moments as well as aiding the realism of
the game some the artificial intelligence for both team will be given heavy and specialist weapons.
To make the game more interesting and entertaining there are hidden weapons for the player or
bots to find including the M60 heavy machine gun, the close quarters shotgun, the auto reload
crossbow and an advanced rocket launcher. To add more entertainment and motivation to
completing certain objectives there is also a hidden camouflaged helicopter which can be unlocked
by acquiring the special jump boots to leap over one of two of the main gates. As for ground vehicles
there will be a total of three different varieties including a truck, hummer and a bike, to balance out
the vehicles I have separated the vehicles with the truck assigned to the enemy team, hummer for
the friendly team and bikes for both sides. The vehicles may be assigned to a certain team but It
doesn't stop the opposing team stealing or blowing up the vehicles for a strategic advantage, my aim
is to create a battle between two opposing sides with chaos surrounding the map but in order to
keep some control I have limited the amount of vehicles to no more than two hummers, two trucks
and four bikes allowed on the map at one time. To promote the amount of intense action in the
game each vehicle has features which make them an important asset, the hummer is fitted with a
controllable turret that fires explosives, the truck is fitted with two controllable machines guns, a
controllable turret and a controllable motor bomb. Lastly is the bike which has no weapon but does
have the advantage of being able to out manoeuvre the enemy turrets, drive inside buildings or
between them easily and can also carry a passenger.
Flow of Gameplay
The flow of the gameplay in my game is important and during the construction of the final mission
level I have implemented actors and objects which have the specific purpose of increasing the
fluidity of the gameplay. I have placed multiple static mesh around the map such as bullet cover
sand bags, a crashed burning helicopter, gas tanks and a radio com which helps aid the aesthetic
appearance of the environment and also provide players cover in open areas but still allows the flow
of gameplay such as vehicles to pass through. Since the planning stage I have designed my mod to
produce a high standard of balanced, intense and flowing gameplay, such as the compound I create
that because of its design makes it hard for one team to hold down a position meaning the gameplay
and AI are forced to rotate. Also to aid the flow of gameplay I have decided to implement such
actors as weapons, armours and ammunition which provide players with the tools and equipment
needed to overrun the enemy.

Controllable & Automated Turrets


Using both frontend in kismet and backend scripting in the UDK directory I have developed turrets in
my game that serve multiple purposes and are also used in different ways, for example multiple
vehicles have controllable turret system which give the player control and power if used correctly.
The other kind of turret is the automated type that comes in play on the helicopters and also on the
ground at certain defence standpoints like windows and balcony ledges on the compound building
model asset. To ensure the balance of gameplay and reduce the level of frustration that may occur
due to frequently repeated deaths the turrets have been tested and changed in terms of damage
projectiles to improve balance.

Destruction and Respawning


To keep the gameplay controllable and allow the player as well as artificial intelligence bots to
progress around the map so it’s not just a standoff between team I have decided to control the
gameplay by modifying turrets and vehicles into destroyable actors which respawn. For instance
each actor has a certain amount of health until it is destroyed temporarily disabled, then after
disablement or destruction a timer is initiated which starts a countdown until the actor is once again
operational or repawns back into the game. To justify why I did this was to make the level rewarding
to the player and shift the chaos of gameplay, by having actor destroy and respawn like turrets and
vehicles with a delay time on them is effective in the sense it slows and speeds the action of the
gameplay based on how well one team is doing. This way when a team is dominating it does give the
illusion of dominance and the feeling of pressure to the struggling side. The delay time to respawn is
based upon what the actors is, its purpose and also the positioning of the actor, weapon and health
pickups is a different matter because although they can't be destroyed after use from any player
there is a delay until the actor resets. I believe I have managed to create a mission level with
controllable chaos due to the techniques and decisions I have made.
Conclusion
Unfortunately due to a problem I experienced on the final day my game level didn’t quite complete
the mission level to the degree that I was expecting which is highly disappointing for me,
nevertheless I am pleased with the outcome of the game. It’s clear that in some parts in my game
the work is incomplete but as a hole it gives the player the impression of what the game could
become. I am thrilled with the environment and the designs of some of the aesthetic assets because
I believe promote the setting and style that I was hoping for, it is also clear that I the map has issues
like lighting and movement of artificial intelligence but the positive side is that I have shown of my
skills and clearly presented that I could fix problem and expand on the gameplay mechanics I had
more time. Although I never finished I wasn’t necessarily thinking the mod was a disaster, to justify
this I have implemented mechanics such as custom weapons, vehicles and other assets which have
highly ambitious and I am pleased with the results as it presents my skills and determination to
create something impressive.

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