ALWAYS THERE

Walking simulator prototype realized for a course.
A solider, suffering from post-traumatic stress after experiencing World War 1 in the trenches, endeavors to disentangle his memories from the past and the present.
What I did in this project:
Game and Narrative Design (in team)
Level Design (second trench)
Event Scripting (second trench and house)
Environmental storytelling and Lighting (second trench)


Level Design - Technical Design
MADE WITH UNREAL ENGINE 5
TECHNICAL DESIGN
Event Scripting
Blueprint to check game state when arriving in the house. It open pathways (here by deleting cubes used as fake walls/doors for simplicity) depending on the state. The state is an integer incremented upon each progression event.
Blueprint to increment the game state and trigger events (play sound, open path).
Blueprint to increment the game state, play the transition sequence and load the next trench level.

Trench 2 plane crash sequence