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To The Death�Safe Rush

Rosemarie Pacheco

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Prior Work Overview

  • Architectural Wonder – Leaning Tower of Pisa

  • The Master Wizard must stop an ancient tower from collapsing due to the weakening magic sustaining the Pisa

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Prior Work Overview

  • Shifting Foundations – Size-Changing Ray

  • The Sergeant Wizard and his allies are transported to a tavern, where they uncover ancient runes that will temporarily help the Pisa stabilize until the Master Wizard arrives to solve the problem for good

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To The Death Level Introduction

  • Level concept – Player is in an area already in chaos by the zombies. Starting at the junkyard, the Player must run across a neighborhood and to the large city to find the safe house.

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Top Down Level Sketch

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Blockout

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Final Look (Zombie)

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Final Look (Junkyard)

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Final Look (Neighborhood)

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Final Look (City)

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Live Play Session

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Side by Side (Junkyard)

  • Left 4 Dead – The Church map

  • Left 4 Dead uses lighting to guide the player through the level

  • Left 4 Dead often utilizes dark, gloomy atmospheres for their game and fog to cover the player’s line of sight

  • Flashlights and fire was used in my areas

  • My scene was set to night with fog and additional rain to also simulate that dark atmosphere

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Side by Side (Neighborhood)

  • Left 4 Dead – Boathouse Finale map

  • Left 4 Dead always includes a part where the player enters a house to access the next part of the level

  • My game also features a part where the player must enter the red house nearby the fire to progress towards the next area

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Side by Side (City)

  • Left 4 Dead – The Town map

  • Left 4 Dead uses streetlights, their aesthetic consists of mostly brick buildings and tight corridors at the end of the level

  • My game also features brick buildings and uses a tight alleyway to force the player in close combat

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3rd-Party Assets

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3rd-Party Assets

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3rd-Party Assets

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3rd-Party Assets

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Post-Mortem

  • Making the three areas of the level went smoothly! Some assets were darkened to better fit the rainy, nighttime theme of the game

  • Creating the coding for light guidance also went well (police car flashing light, lanterns and flashlight flickering)

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Post-Mortem

  • Modifying the AI for melee combat proved difficult

  • I had an issue where, if the Player was on a high surface the AI couldn’t reach them, the AI would spin in wide circles and clip through buildings

  • The AI would also spin in place if the Player ran out of reach at certain moments

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Post-Mortem

  • If I had more time to develop the level, I would’ve added signs and posters throughout the areas to make the story of the game more obvious

  • I would have also changed the Player’s model into a character that fits the environment of the game