I.N.F.E.R.N.O. Base
Description
I.N.F.E.R.N.O. Base is a first-person shooter level I designed in Unreal Engine 4. The goal of the level is to infiltrate the forest base and locate a target hidden in the observatory. The mission briefing goes as follows:
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The Global Logistics Organization for Benevolent Espionage (G.L.O.B.E.) has recently made contact with renowned astrophysicist Dr. Etoile who had mysteriously disappeared 6 months ago. Dr. Etoile is being held in a secretive facility within the Kijani Forest. It should come as no surprise that this facility is operated by the Infamously Nefarious Formation for Empirical Reformation Negation Organization, also known as I.N.F.E.R.N.O. Dr. Etoile claims to have vital intel as to I.N.F.E.R.N.O.’s dastardly plans. Agent Zero your mission, should you choose to accept it, is to locate Dr. Etoile within the I.N.F.E.R.N.O. base, navigate through the base, and reach her location. We at G.L.O.B.E. and potentially the whole world are counting on you.




Video Walkthrough
Development
2D Maps
Design Methodology
The forest setting allows for natural cover and obstacles
The base design is meant to mimic the forest and make use of the vertical space within each tower
The level’s end goal is a house lodged into the cliffside which provides a clear destination to the player




Whitebox
Design Goals
To build out the level in Unreal Engine 4
To ensure the scale of the buildings and environment were appropriate
Design Adjustments
The staircases were changed from linear to circular
This change allows the stairs to spiral around the walls of the towers making them less obtrusive




Mesh Pass
Design Goals
To replace the geometry brushes with proper free assets from the Unreal Marketplace
To add materials to all of the remaining brushes
To create a cohesive and interesting look to the level
Design Adjustments
Wooden scaffolding was added to the Guard Towers in order to reduce the bland look of the solid stone
One Guard Tower was modified to appear abandoned and run down in order to differentiate it from the others
The scale of many of the trees was adjusted in order to make the forest look more natural




Lighting Pass
Design Methodology
The level was set at sunset to create a contrast between the natural light from the sun and the artificial lighting in the buildings and to create dramatic shadows from the trees
The lighting in the towers is white to create a clinical and militarized feeling
The basement lighting is dim to give it a dank and damp feel
Yellow light from the sun allows the Cliff House to stand out, emphasizing its importance in the level




Final Level
Scripting
Locked door functionality was added to the doors of the Command Tower to require players to pick up a keycard, teaching them how to pick up items
The Water Basin Escape puzzle was inserted in the basement of the Command Tower (see the Water Basin Escape section of my portfolio for more details about this puzzle)
A keypad locking the door to the observatory in the cliff house was created to add an extra challenge to the end of the level
UI elements were added to the books in the library, with one book revealing the keycode to the observatory door
AI Functionality
Three enemy types are found in the level: melee, ranged, and sniper
Melee enemies act as sentries in front of the guard towers and on the main floor of the Command Tower in a close quarter’s environment
Ranged enemies act as patrols in the forest and are found in the contained environment of the Cliff House to provide a greater challenge at the end of the level
Snipers are placed sparingly given their greater range, and are therefore only located on the wooden walkways between the towers where they have a decent view of the surrounding forest
Final Level Adjustments
The lighting on important objects such as the tools in the basement was reinforced to ensure that they are adequately visible
The directional light representing the sun was changed to a dynamic light in order to soften the shadows of the towers
A coral-like asset was added to the fish tank in the cliff house in order to make it appear less empty
A short endgame sequence with disco lights was added to provide a little victory celebration when the player reaches the end of the level