- Trailed -
Development Time - (Solo Project) 1 year
Engine - Unreal Engine 4
Role - Lead Designer
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Trailed is a game of cat and mouse between two players, The Hunter and The Prey. When going through the game, players will use the different biome effects and the level intractables to outsmart and outmaneuver the other player.
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As the Prey, the player will be tasked with trying to avoid the Hunter for five minutes, at which point the player will be declared the winner.
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On the other hand, the Hunter will use sight, scent, and sound to track down the other player and tag them. Doing so will drop the Prey's health to zero, allowing the Hunter to claim victory.
- Trailed -
Development Time - (Solo Project) 1 year
Engine - Unreal Engine 4
Role - Lead Designer
Trailed is a game of cat and mouse between two players, The Hunter and The Prey. When going through the game, players will use the different biome effects and the level intractables to outsmart and outmaneuver the other player.
​
As the Prey, the player will be tasked with trying to avoid the Hunter for five minutes, at which point the player will be declared the winner.
​
On the other hand, the Hunter will use sight, scent, and sound to track down the other player and tag them. Doing so will drop the Prey's health to zero, allowing the Hunter to claim victory.
Trailed Main Menu | Trailed Hunter and Prey Gameplay | Trailed Hunter and Prey Gameplay |
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Trailed Gameplay | Trailed Gameplay | Trailed Gameplay |
Trailed Gameplay | Trailed Gameplay | Trailed Gameplay |
Take Away's
Level Design
Level Design was a primary focus when working on Trailed, as I wanted to create a vast open-world that would help amplified the cat and mouse feel that the game was aiming for.
The level itself went through three major iterations that fine-tuned the size, object placement and layout, all once again aiming to create a dynamic environment that can affect the player differently depending on where they are in the world.
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After working on the main parts of the level, my next area of focus was intractable. These objects were added to the world and allowed the player to change the course of the game.
The first version of the map planned then drawn out on paper.
Original map grey blocked out in UE4 and put into testing for feedback.
Interactables were added to help change how the flow of the battle was going. Some were good for creating new paths or damaging the other player like the push rocks (Blue) and falling trees (Red). think mud (Orange) was meant to stop the players in their tracks, and finally, bushes (Green) were meant to help by giving stamina back.
The first version of the map planned then drawn out on paper.
Design and Planning
Walking into Trailed, I determined that documentation and planning on how and when things should be implemented by were essential. Since creating the original Game Design and Level Design Documents, I have taken the time to update and revise them as the game continues to change.
At the start of the previous two semesters, I have planned and laid out sprint planning for the eleven weeks. This made it easy to see what needed to get done, how much work was still needed, and rough time estimates on how much time the task would take per week.
The organization that went into Trailed at the beginning allowed for the clear progression of the project and working on games in the future is a tool that I plan to heavily rely on.