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The dEVIL'S aRENA

The Devils Arena Poster.png

PROJECT INFO

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ENGINE TYPE

Unreal Engine 4

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PROJECT TYPE

First Person Shooter Game

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START DATE

February 2022 

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PROJECT COMPLETION

May 2022

PROJECT OVERVIEW

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The Devil's Arena is a fast paced first person shooter for Microsoft Windows, that takes inspiration from games such as Doom and Quake 3 Arena. The game was produced as a University group project within a 15 week timeframe, utilising developers from Art, Tech and Design disciplines to create a retro inspired FPS arena Shooter. The game is fully playable for free on itch.io link to this can be found below.

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Within Hell's darkest pits you have been sent to fight against five waves of the Devils greatest monsters. You will need to explore the map to find weapons in your conquest, destroy crystals for maximum effect. Unleash Hell inside the Devils Arena !!!

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Official Trailer

My Contributions

Destructible actors 

Using the apex plugin i was able to make a destructible mesh that when shot at will explode into a number of chunks for a few second before they respawn. this crystal is acting as a exploding barrel type object within the game world and will cause damage to anything that is within its spear radius. if the player is close but not to close they may still take a smaller amount of damage from the explosion when it goes off . 

Weapon Wheel 

Using UMG within UE4, I along with a fellow team member produced the User interface system for the weapon wheel, whilst my fellow team member produced the technical aspects of the weapon wheel, I produced the art work, I wanted to keep the Gothic hell theme that I had produced for all the other UI elements within the game, this was to keep them consistent. Because of this I chose the Orange/Red colour scheme. I opted to add silhouette versions of the weapons as the buttons, along with a symbol for the ammo type, which is also used on the ammo boxes found within the game. 

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Weapon Development

When it came to developing the weapons, both me and the lead tech took on the task. We looked at what weapons were featured in the Doom games for inspiration. I focused on heavily on producing the projectile based weapons such as,

  • Plasma Gun

  • Minigun

  • Rocket launcher (Primary fire)

  • Shotgun auto fire (SECONDARY FIRE) 

  • Plasma Gun Grenade launcher (SECONDARY FIRE) 

Where as the lead tech on the project got both fire modes on the Rail gun, Rocket launcher lock on triple fire mode and the primary fire for the shotgun produced. 

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Once the 3D artists had produced the final weapon mesh, I then replaced the standard UE4 weapon mesh with our new ones along with adding in the textures and creating materials for the weapons. 

Finally I imported some VFX particles to the weapons so that they would look more realistic and immersive when firing. 

Meshing out level

When it came to meshing out the level, I worked in a group of three, myself, the level designer and the lead environment artist. As the level designer had already blocked out the level, he had started to add in a few of the environment mesh's created by the lead environment artist. I then joined in to build up areas of the map with the mesh's produced. I built up a number of areas including the devils stage area  and added a speaker asset so that it seems the speakers are playing the in game music track. I also built up the spiral stair case and the alter room. I also built up the room that the main menu takes place in, this room was very small with a number of stone skulls within it, with a camera that moves when certain buttons are pressed.  

User Interface (UI)

I produced the buttons on the main menu to reflect the the overall style and theme of the game, even using the same font/type face as for the title logo. The buttons will glow when the custom mouse curser I also created hovers over them. 

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I also created the the  in game health bar for when the characters health is both full and drained , i used a green colour scheme on this so that the players attention can be drawn to it, as the majority of the games colours are on the red and orange spectrum, the green stands out to the player. and finally i created the weapon and ammo counter also found on the UI in game. 

AMMO AND WEAPON UI.PNG
HEALTH FULL.PNG
HEALTH DAMAGED.PNG

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