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Mars Mining Colony Blockout

2-Week Blockout Exercise

The megacorporation Howller Industries mines Byzanthium, a rare mineral oil that generates all energy in this planetary system. One day all the workers and scientists vanished, halting production. Howller Industries hired you to find out what happened and help restart the Byzanthium production.

Project Objective

Create a Lunar / Planet type base, that could be part of a larger open world.

With this blockout, the goal was to focus on creating a large space that the players could explore at their own pace, and however they'd see fit.

To achieve this I created the base with a circular flow in mind, which means that as the player progresses in whichever direction they choose, the level will organically guide them to the objective, and in the end lead them back where they started, to finish the mission.

 

 In terms of game mechanics, I created a few, to create a world that doesn't feel stale, and felt alive even before the player was there.

With more time, the goal would be to create more interesting situations in the world, and more physical challenges, as currently, the level grazes the line of a walking simulation more than I would've liked, however, my own goal was to focus on the level layout itself, creating a circular flow, and envisioning a "real" base where people would live, instead of creating more functionality and gameplay without having an interesting blockout at the core of the exercise.

Project Details

Platform: PC;

Engine: Unreal Engine 5 / Blueprints;

Team Size: Solo Project;

Duration: 2 Weeks;

This project was created as a 2-week blockout exercise for the CGMA Level Design Course.

Currently, this project is shown as is, but in the future, some improvements might be made, to iron out bugs, and add some more functionality and a more meaningful end to the level.

References

MarsColony_Reference.png

Level Layout

MarsColony_Layout.png

Refinery

Byzanthium Storage / Garage

Workers
Living Quarters

Entrance / Communications
Building

Scientists
Living Quarters

Created Game Mechanics

- Elevators
- Automatic Doors
- Moving Platforms

By creating this, I was able to cheaply add some interaction to the world, as the blueprint code is basically the same for all of these three functions.

André Figueira
Level Designer

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