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This is a small collecting game based on Unreal Engine. In this game, players will play as a thief who enters the famous Lever House Art Collection and tries to steal magical pink balls that floating everywhere in the building. Unluckily, he triggered the alarm, and now the time is short…...

 

Collect as much of these things as possible and get back to the car on time!

 

This level is based on the vice-building of Lever House in Manhattan, which has the first floor to be Lever House Art Collection and the second floor a normal office place. Besides this very interesting distinction use of the space, the building uses lighting in a very bold way. Classic pictures online have the second-floor covered with a strong green light and this makes it stand out among all the buildings around. Therefore, for this project, we want to capture this different use of space and wired lighting through realistic environment art pass and bold lighting process.

Process

 

We start building the level by gray boxing the building and blueprinting the basic game mechanics which are counting down and picking up items. Then, we did some basic lighting. After that, we gradually started to art pass the biggest environment pieces like walls, streets and we eventually started to build the detail worlds which provide most of the narrative.

 

We started making the game function at the very start of our process, which gave us more space to explore possibilities and less work in the coming process since we don’t need to really change the mechanics when we art pass our level. This simple collection gives players a cheerful experience pushes them to wander around in this building, which is another cheerful thing to do, and we insisted it till the end of the project.

 

However, we did change a lot in our narrative design. At the beginning of the project, we wanted the narrative to be more casual and blur, so the players to just visit this place as in real life and enjoy the process of collecting. But when we started to art pass the level, we found it very hard to set up a realistic environment for players with no stories. We ended up creating a background story about this stealing. We carefully decorated all the places and using details to tell the players what happened in this place and what is happening right now. Following Mattias Worch and Harvey Smith mentioned in their narrative talk in GDC, “Environmental storytelling relies on the player to associate disparate elements and interpret as a meaningful whole.”, all the stories are hidden in the layers of the space and waited for players to find out.

 

Lighting is serving both the mechanic and the narrative. We used skylight, point light for most of the level, trying to create a combination of realistic decorations and really off light settings. At the same time, spotlights especially are used for guiding. As Robert Yang mentioned in his Level Design Workshop: How to Light a Level talk, important doors and narrative-related places are highlighted. We also use different colors of the lights to imply how emergent it is.

 

We almost modeled and textured all the 3D models in the game except for the surrounding buildings and some detailed furniture. In future work, we may keep modeling the third floor so players can go up and see the night scene of the level house. We may also iterate the UI layers to make it looks better.

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Layout

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Video

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