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Work In Progress

EXPEDITION  UNKNOWN: SHIFT HAPPENS
Unreal Engine 5.3

(Current Project)

ROLE

Systems Designer & Level Designer

PROJECT KEYWORDS

  • Space-Themed Exploration Horror

  • Shifting Between Two Worlds (Past & Present) Puzzle Mechanic

  • Non-linear level exploration with rich narratives

  • All systems fully implemented by myself in Unreal Blueprints

YEAR

2024

GENRE

First Person, Narrative Exploration, Puzzle

Total Work Time

Work In Progress...

Base Parameters

At least 10 minutes of gameplay

PROJECT GOALS

Create a non-linear puzzle experience using the shifting mechanics

Tell a space-themed horror story within a reusable space

Design and Implement multiple gameplay systems with modular usage

Fully implement a level from scratch with Unreal Blueprints, SFX, VFX, and Mod Kits

DESIGN PROCESS

IMPLEMENTATION DETAILS

As the solo developer of this level, I take charge of designing, managing, and implementing all the core gameplay mechanics, and all the supporting systems of this level.

My primary goal of development is to implement modular systems that are scalable and reusable. The four systems I am showcasing here are: the core mechanic shifting system, the core mechanic consequences system, the supplementary lock-and-key system, and the supplementary narrative systems (i.e. note pick-ups, radio dialogues, etc.)

Core Mechanic - Shifting

Design Inspirations

My core mechanic of time shifting is a passionate tribute to the two example games shown on the right (Dishonored 2 and Titanfall 2). Having played and been amazed by these two levels, I want to create my own version of it and take on the challenge of implementing a level from scratch in Unreal. I have taken a small-scope approach to this project as detailed in this page.

Dishonored 2 Inspiration

Dishonored2_Shifting.gif

Titanfall 2 Inspiration

Titanfall2_Shifting.gif
Prototype of the Core Mechanic (Video)
Core Mechanic Implementation Blueprint

Implementation Notes

From studying the talks of the developers of Dishonored 2, I successfully implemented the mechanic using a Location Transform function that "teleports" the player from one level to another to fake the "time travel" effects. 

 

But I ran into issues while designing...

Issue #1 Unreachable Destinations

In my puzzle designs, some areas are not meant to be reached using this "teleportation", how would I detect when the Player can reach the destination or not?

Solution

I created a Blueprint actor trigger that detects the destination position of the Player, blocking the Player's teleportation before it happens.

image.png

Simple Blueprint Solution

DestinationBlocked.gif

In-Game Results

Issue #2 Teleportation Pacing

The first iteration of the "teleportation" is instant, which makes the level pace very fast, almost Titanfall-like. I wanted to create a slow-paced, exploration-heavy, detective game, how can I slow down the Player's pace?

Solution

I used UE's Post Process Blend Weight and Timeline to create a transition effect that takes more time to complete one transition, discouraging the Player to transition all the time.

Fast_Teleport.gif

Fast Paced Transition from Before

Slow_Teleport.gif

Slow Paced Transition in After

Core Mechanic - Consequences System
image.png

Design Inspirations

Another core mechanic involves Player's action's consequences. Taking inspiration from games like Life is Strange and Titanfall 2, I want to reinforce the concept of "time" in the gameplay. In the level, the Player's action in the past, such as breaking a wall or a table, will result in a consequence in the future/present. I want to implement the system of consequences in Unreal blueprint and incorporate it into my level.

Consequence Mechanic Implementation Blueprint

In this function, I created a publicly editable variable tag that allows me to iterate in viewport editing quickly. Then, I match each actor with another actor with a similar tag. Once a tag is matched, the Blueprint will replace the current actors with the destroyed actors.

ConsequencePrototyle.gif
Supporting System - Lock & Key Tool

Design Inspirations

For this project, I want a convenient tool for myself to set up locked doors and keycards to control the Player's flow. I also want to create a scalable tool that I can use in future projects.

image.png

This is what the final prototype looks like.

Tool Implementation Blueprint
image.png

Scalable Tool

The designer can use this tool to customize their locked door types and how they present themselves in the editor/in the game. The text on the door as well as the lock colors change according to the type it is.

All the tool data is stored in a Data Structure, easily managable.

PROJECT SHOWCASE

PROJECT POST-MORTEM

What Went Well
What Went Wrong
What I've Learned
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