Level Design Template

UE4 Half-Life 2 inspired teaching template

In order to enable the students at The Game Assembly to be able to make different kind of levels directly in UE4 me and my colleague Tommy Norberg spend time to develop this template. It is set up to be as open as possible giving the students the option to add their own scripts but still carry the basic functionality for design

My Contributions

  • Design of Metric Test Area, Cover testing chamber, AI test area, Level Design example area

  • Scripting of 5 different AIs (Melee Monster, Static Sniper, Hunter seeker Droid, Base class soldier with two example child AI - Rifeman and Grenadier)

  • Scripting of AI Spawner, AI cover system, Patrol paths

  • Scoped Main Assult rifle (Cut in version 4.0)

  • Scripting of Triggers and door examples, Alpha Pickups, Alpha matherials

  • Movement Metrics and player collision

 Project details

  • Single player Level Design Template inspired by Half-Life 2

  • Intended as a learning platform in UE4

  • Created using Basic or free assets from Epicstore


5 Different template AIs

Since we wanted to keep the project to a minimum we only used free assets. The intention was that the students could alter the looks and function to suit thier needs. This put some restrictions on how we had to do things but made the end result more versitile.
I scripted 5 AI that could fit the basic needs of most levels.
In order to make things more interesting I added a team function to each AI enabling the Level Designer to set up AI vs AI scenarios.
The different AIs served covered various aspects of scripting as well so the studnets could use them as reference material for their own creations.

The 5 AI templates

The Sniper tracking laser was a direct inspiration from Half-Life 2. Created using UE4 Aim Offset keyed to animations

The Sniper tracking laser was a direct inspiration from Half-Life 2.
Created using UE4 Aim Offset keyed to animations


Covers

Combining visual aids with functiuonality I wanted to create a easy tool that the Level Designerns could drag-drop them into the scene and have full control over the functionality without any fuss.
The covers makes distance based AI move when useful unoccupied cover is in range. If a AI is flanked it tries to move to a better position if possible.

Rifle AI moving to new cover when flanked

Rifle AI moving to new cover when flanked

Cover nodes with visual with High/Low checked

Cover nodes with visual with High/Low checked

AI Rifle soldiers taking cover in the same nodes


Designs

I designed areas to small gyms to give them a place to try out functionality of the template before they started to design their levels. There were other gyms as well covering all the different aspects of the template such as inventory, climbing etc.