Final Game level in Unreal

Today I started to create a game level in unreal engine with the help of one of my peers. Meanwhile, we ran into a lot of technical problems as the computer I was working on keep crashing and didn’t allow me to save my document. We also had the problem where when we started playing the actual game it would act as if it was meant for a 3D game and the camera would pan around but not look at my background and player. I decided to use another computer however by this time it was the end of the lesson and had to leave. I would have done it at home but unfortunately my computer wouldn’t be able to run Unreal Engine. Therefore I need to wait for the next session and use the computers in college

Game Backgrounds


The first background is a cityscape and is meant to be a copy of London. The centre building be St. Paul’s Cathedral however it could be any domed building and this could be a random skyline. I used the gradient tool to create a dusk feeling. I chose the combination between Blue and purple colour. MY aim was to get the skyline of the city and use only its silhouette to imply the sense of Urban location. It was easy to create this in Illustrator and I think that it was very successful in creating the effect.  This background would compliment my game due to the fact that my angel is very brightly colour so would stand out. Showing she is the light in the darkness the demons have created.

Artboard 1.png

The second background reminds me of an Asian country due to the mass amounts of tower blocks and red sun. The red sun is seen as a very important symbol in Asian/Japanese culture as it is on their flag. I have used a symmetrical composition to make the background feel well balanced and this also symbolic meaning to emphasise on the dark and light side of the force. The numbers on the billboard remain on the background but disappears once the player moves out of the area. In the first version of this background I used 1 grey colour for all the windows. Giving the image a very flat view. I wasn’t happy with the outcome and I decided to use 3 different shades of grey to apply the impression of air perspective.

Character Walking Cycle

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My character is based around an Angel. Many things need to be improved however some good things about the animations.  The colours of the character are suited to the style of the character. The arms movement is also okay but it could be made less jagged in respect to the movement. The eyes some reason moved during the making of the actual animation, and this needs fixing. The legs are also very weird as she looks like she is walking backwards and I need to make her walk forward. In my second attempt I should try to fix this problem.

I also have to create these cycles as well.

  • Idle
  • Being hit
  • Jumping


I Have now improved the walking cycle and made the arms a little movement. Also I have fixed he eyes so they don’t change. I think that the walk cycle is good however i need to stop the belt from moving.


I also created a Idle cycle to show that the character is working when the player isn’t actually playing. I made this by just moving the body of the angel a little down and then using the original image to created a sort of bounce animation.



Power Ups Research

In video games, power-ups are objects that instantly benefit or add extra abilities to the game character as a game mechanic. This is in contrast to an item, which may or may not has a benefit and can be used at a time chosen by the player. Although often collected directly through touch, power-ups can sometimes only be gained by collecting several related items, such as the floating letters of the word ‘EXTEND’ in Bubble Bobble. Well-known examples of power-ups that have entered popular culture include the power pellets from Pac-Man  and the Super Mushroom from Super Mario Bros., 

Items that allow characters to have power-ups are usually pre-placed in the game world, spawned randomly, dropped by beaten enemies or picked up from opened or smashed containers. They can be differentiated from items in other games, such as role-playing video games, by the fact that they take effect immediately, feature designs that do not necessarily fit into the game world (often used letters or symbols emblazoned on a design), and are found in specific genres of games. Power-ups are mostly found in action-oriented games such as maze games, run and guns, shoot ’em ups, first-person shooters, and platform games.

Offensive abilities Give a new weapon or transform the player character into a more aggressive form that increases its attack power or makes some enemies vulnerable.

Defensive abilities typically consist of items like shields (usually a “force field”) surrounding the character that deflects projectiles or absorbs a certain amount of damage, or invincibility/invulnerability.

Evasive abilities are items which help the player avoid or escape enemies or enemy weapons.

Access abilities are normally items which AIDs the player enter new or previously inaccessible areas, or “warp” to another level.

Health and life reserves are items that increase health for a permanent or short amount of time.

Ammunition and power reserves are in some games. This is when using certain items or abilities requires the use of a resource such as ammunition, fuel or magic points. Some games also have power-ups which increase the player’s maximum ammunition or power capacity.

Types of Platforms

They. are many types of platforms in platform games but I’m going to list only a few.

Standard Platforms

Standard Platforms is the building block for the entire game. There are different variations, depending on the which title you play, but the most common feature is 0that characters can stand on the top and cannot jump through the bottom. In Super Mario Bros, the standard platform is sometimes breakable, if the character is large.


Jump Through Platforms

These are the same as Standard platforms but as the name suggest allows single-direction bypass, meaning that players can jump through the bottom and stand safely on the top. However going back down means the player had to fall off that platform onto one below. The most famous game which used mostly these types is Doodle Jump.



Slippery / High Resistance Platform

Adding a material to different platforms is a great way to change the difficulty for the player. An ice-covered platform is slippery, meaning that the character slides with little resistance. These platforms can also be covered in oil or metal—anything that implies a low-friction situation. Another material-based platform will slow down the character or cause jumping strength (the fundamental control in platform games) to be lessened. This can be due to high grass, molasses or any other crazy concoction that will increase friction or stickiness.



Sticky Platform

Some platforms are so sticky that the character can actually defy gravity! Sound Shapes has a great example of this, as brighter surfaces allow the character to roll around upside down or up walls.



Conveyer Belt Platform

A conveyer belt platform automatically moves the character one way or another, normally toward something perilous. These platforms have been used for decades to (literally) throw off over-confident gamers.


Disappearing / Reappearing Platform

Platforms that disappear and reappear give a sense of danger and, if placed well, a set path to success—all without preventing eventual success.



Moving Platform

Moving platforms are probably the most difficult to program, but can ultimately be the most satisfying platform type. Platforms can move horizontally, vertically, diagonally, or on a set path. They can go back and forth or even change direction based on where the character is standing. These platforms, when placed appropriately, really make for some satisfying challenges and worthwhile gaming.