For this module, we were asked to make a level using the theories learnt in the lecture contents and apply them into our own levels made in Unreal Engine. You can just see the slopes within the finished blockout where the green material should be.

At the start of the level, you can notice the slope to add some mere height variation into the level. I add more variation in the form of staircases within the rest of the level to make the blockout more interesting.

I selected a mannequin as a sort of scaling reference to how tall the player actually is and a simple untextured block was placed right next to it. This is required for when the player walks into a subtractive block, shown here.

I used the perspective view alot to align blocks with each other and place certain geometry tools, like the cylinders and cones for the roof where they should go to make this blockout appealing. I also made use of the subtractive blocks for the doors and windows of the huge building that the majority of the level is going to take place.

The interior of this building is maze-like, with a bit of looping at the end to fetch the final key to unlock the door at the end of the level. Everything is colour coded to know exactly what everything is, so red is for the enemies and the orange is for the walls/floors etc. The extra floor also shows the height variation above a usually flat floor which would add more depth to the building itself.

And finally, this is all of the material instances that I’ve used for the creation of the blockout. I’ve used different colours for each feature of the level as stated above.

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