Luke Haslett's Portfolio
Game Development Blog
As mentioned previously, I’m utilising the free Infinity Blade assets from the UE4 Marketplace, as my project focuses on tech and design. Despite this, it’s still important to practice intelligent modular level design.
I don’t want my game to give a visual impression that feels repetitive and boring. So, with my basic framework already setup in a base room, I can make child classes from it to look different whilst still performing in the same way.
For now, I’m only building functionality so the rooms contain only floors and walls. Once the core gameplay and mechanics are developed, I can return to populate the rooms with environmental assets and general polish.
First, I built a basic spawning room, as seen in my last blog post:
Next, I duplicated the spawn room to use as my end room that caps off all the remaining spawn points:
Then I made some general rooms to fill in the map:
Finally, here’s an example of a built map: