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MANHUNT AT NIGHT (School project | Dec. 2015 - Jan. 2016)

Infiltration (Concept) | 1 player | PC

Engine: Unreal Engine 4

Solo project (Game & Level Design)

With The Ancient's Cave, this was my first project using Unreal Engine. Back then, we had two teachers: one who focused on software handling and visual scripting, and another who was teaching about graphical aspects of the engine. Quickly, we have been tasked to create a level in which the player was supposed to follow an NPC without being noticed. The point of it was mostly to show that we could do something good-looking yet still quite optimised without being game artists. But because we were allowed to use free assets from Infinity Blade, making things look good was more a question of knowing how to put assets in the level and paying attention to details.

In my case, I actually built the level around some gameplay I came up with for the sake of this exercise. The player's avatar is a being that can turn into water at will, allowing it to shift through grids, to climb gutters and to merge with flowing water in order to move faster. Since I also wanted the player to follow their target by standing on roofs, I decided to make flat-roofs houses and put it into a medieval fortress due to the available assets. I also made it look like it happened at night, as I thought it was more appropriate considering the tailing objective.

I was quite satisfied with the result, even though I did not actually script the game I had in mind because it would have been irrelevant and focused on other projects once I was done with this one. However, it pushed me to make some researches about pathfinding and AI behaviour, to see if I could have actually put the NPC to tail in here.

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