The Laser Tag

This early Unreal Engine 4 prototype was a personal experiment focused on atmosphere, shape language, and intimate gameplay space. Inspired by games like Alan Wake, the goal was to explore how environmental tone could shape player perception and engagement even within a more simple blockout

Design Focus

The level adopts a stylised cemetery theme, pushing away from realism in favour of mood and imagination. Rather than crafting a competitive arena, this prototype plays with scale, light, and pacing to evoke curiosity and unease.

I was especially interested in how narrow paths, occlusion, and angled walls could guide players through tight environments while keeping encounters feeling dynamic and personal.

Art Prototyping

At this stage, I was also exploring modular design workflows, creating basic art shapes for walls, props, and silhouettes. Tools included:

  • Maya to block out and shape reusable meshes.

  • Substance Painter/Designer to test texturing pipelines.

  • Megascans for mood testing with realistic decals and materials.

Even in this early state, the goal was to blend cartoony readability with enough grounded tone to support different genres whether a tense shooter, a haunted mystery, or a stealth sequence.

Developing basic modular art assets, such as laser tag walls, using Maya, and experimenting with Substance Painter, Designer, and Megascans.


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Spaceship level - September 2018

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Unreal4 Riddler Level - Postgraduate Project