Detailed mesh work creates unique spaces key to my core mechanic
Creating engaging cinematics using UE4s level sequencer
Lighting turned out well
Iron Scourge is a 2D platformer I built for a university module. We researched Castlevania games and analysed the level design throughout the series. While doing this I started planning an exploration based level.
I wanted the player to have to explore the environment using a pulse mechanic I had scripted. The mechanic had the player press a key to send a pulse out that highlighted objects of interest.
This would highlight a breadcrumb trail for the player to follow to help them find the objective. In practice this was much harder to make into a fun through line for my quest and ultimatley fails. However the other elements such as detailing and lighting which I had previously been weak at turned out well.
The final layout was very flat
I prioritised creating a place over having fun gameplay
My main mechanic was functional but wasn't very fun