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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

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