The main focus of my project is the audio (asset creation, implementation and innovation). With that in mind, I needed to spend as little time as possible on the level and game design elements. I knew that I wanted to have the level begin in a forest area, progress into a cave which would then lead to a hidden temple. For a quick way to generate a game area, I used the landscape tool to generate an area and carved out the gameplay zone with mountains at the edges to be used as the bounds of the level. I then applied a grass material to the landscape and painted on materials to simulate a dirt path and the outline of my cave. Using materials in Unreal Engine will come in handy later when I add my footstep sounds as I will be able to switch the surface sounds based on the material being walked over.
The next step was to created my cave. I used simple geometry to map out the area of my cave and then surrounded it pre-made rock assets. I sped up this process by reusing multiples of the same rock shape and rotating them, giving the illusion of unique rock formations.
Once this was completed I finished off my starting area by adding trees and a small lake to create a forest environment. While adding these details is mostly unnecessary, I wanted to include them as inspiration for my final forest soundscape.
Within the cave there is almost no available light, preventing the player from being able to see. While I like this idea to an extent, as limited visuals will allow me to rely on my audio abilities more, complete darkness would make the game near unplayable. With is in mind, I created a simple torch light using blueprints that could be toggled on and off. Within the cave and temple this will be the primary source of light for the player.
The final stage of my level design was to create the temple area, where the bulk of the game will take place. Using geometry I created a large enclosed box that will house the dungeon-style gameplay area where the enemy will hunt you down. Once the mazy interior is completed my level will be finalised and I can fully focus on the audio orientated gameplay aspects of the game!