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Forsaken Horizon

This was a one-off school project to demonstrate that I could design and create a proof-of-concept and prototype demo based on a self-made Level Design Document.

Details

Platform:

PC

Tools Used:

Unreal Engine 5

Duration:

1 Month

Team Size:

1 Developer

Role:

Designer, Programmer, Writer

Game Synopsis

You are an engineer on a now derelict colony ship, your mission: to arrive at a new planet and begin terraforming and colonization. Your oxygen is limited, your chances of survival even more so. How will you escape? What will you be able to save? What comes first, your survival or the mission?

Forsaken Horizon is a third person, race against time, story based, space survival game. You start in a wrecked part of your spaceship with limited oxygen, and your objective is to get to the escape pods and survive. You can get there by clearing the debris to a maintenance shaft, restoring power to the elevator, or climbing out on the spaceship and doing a spacewalk there. Your main objective is to get to the escape pods before your oxygen runs out. Your optional objectives are: download important data from mainframe, dispatch the VIP cargo, send an emergency signal/communication, look out the window and see if there are any planets nearby, collect your dead crewmate’s id card, and learn what happened to beget your current situation.

Concept Art

Here is the concept art I used to inspire and create the level design document.

Overview

In this video, I go over the Level Design Document and demonstrating, in engine, the application of the design.

Blockmesh

In this video, we discuss the intent of the design and showcase the thematic elements of the blockmesh. We discuss why the size and layout were chosen and how we achieved our intended level allowances and spacing.

Mechanics Demo

Here we are demonstrating and explaining the different working mechanics and objectives in Forsaken Horizon. 

Coding

In this video, we dig into the code that makes Forsaken Horizon work. Showing our trigger volumes, interactions, and metrics all working in conjunction with the Level Design.

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