A project I made at Georgia State University for my Game Engine Pipeline class, using marketplace assets for unlinked meshes/animations.
Inspired by games like Dead Space and The Last of Us.
An overview of the level.
My first pass at making a spaceship interior. Eventually I shifted away from the blue lighting.
Early implementation of the keycard system, which would be used to progress past matching doors.
How I implemented corridors. Every hallway is a blueprint I designed to pick from various arrays I defined. These arrays would contain meshes or offsets that make the hallways generate with subtle differences every time you play.
The end goal: reaching the escape pods without dying.
Here's where the lighting changes, and some UI elements are implemented (health in the bottom right, sprint stamina attached to the character mesh).
Added more diegetic UI elements, as seen by the reticle that only appears when aiming and the ammo counter floating by the gun's barrel.
Another UI element, the pulsing circle indicates where an interactable item/object is.
The enemies I added into the game have terrible eyesight, but can hear the player sprint, shoot, or interact with items from a long distance.
An example of the player slowly sneaking past one of the enemies to avoid detection.
A green door that would be inaccessible to the player at that moment, since they don't have the corresponding keycard.