Beta Presentation
Trailer
Special Thanks To
Alison Metoudi, screenwriter collaborator
Mark Fearon, theater director, proxy expert
All of our User Testers
DKIT Lecturing Team –
Enda Finn
Niall McGuinness
Gerry Coleman
Peter Morris
John Loane
Shane Dowdall
Diploma in Composing for Games Sound Team -
Conor Buckley
Ed Cooper
Eugene Bullard
Kieran Duddy
References
HUD
Key image - http://pngimg.com/download/3379
Water drop image - http://www.clker.com/clipart-174239.html
Red arrow image - http://www.keywordsuggests.com/P81EbRjgRtlUK1NymzgLD8WrABDDYU9iuQMiwfeHGMo/
Area 2 Assets
Background - http://www.wallpapersxl.com/wallpaper/2500x1500/burning-city-stellarian-1206067.2.html?from=thumb
Enemy Gun (Misc Props) - https://forums.unrealengine.com/showthread.php?60784-Free-Various-models
Military Outpost - https://www.3dmodels-textures.com/militaryoutpost
Area 1 Assets
Sofa - http://tf3dm.com/3d-model/sofa-3-38832.html
Bed - http://tf3dm.com/3d-model/bed-99092.html
Bookcase - https://free3d.com/3d-model/bookcase-25074.html
Table - https://www.turbosquid.com/3d-models/free-max-mode-dining-room-table/561920
Dinner Table - https://www.turbosquid.com/FullPreview/Index.cfm/ID/723048
Dinner Chair - https://www.turbosquid.com/3d-models/chair-almera-3ds-free/905202
Door - https://www.turbosquid.com/3d-models/wooden-door-width-glass-3d-3ds/424148
Counter - https://www.turbosquid.com/3d-models/fitted-kitchen-cooker-3ds-free/740604
Plate - https://www.turbosquid.com/FullPreview/Index.cfm/ID/1028759
Dresser - https://www.turbosquid.com/3d-models/free-traditional-wooden-drawers-3d-model/814360
Lamp - https://www.turbosquid.com/3d-models/free-max-mode-lamp/723066
Desk - https://www.turbosquid.com/3d-models/free-max-model-table/748687
Coffee Table - https://www.turbosquid.com/3d-models/coffee-table-abcd-dwg-free/931814
TV - https://www.turbosquid.com/3d-models/free-c4d-model-retro-tv/815392
Cupboards - https://www.turbosquid.com/3d-models/free-3ds-mode-kitchen-wardrobe/763178
Big Lamp - https://www.turbosquid.com/3d-models/lamp-max-free/723064
Street Light - https://www.turbosquid.com/3d-models/street-lamp-max-free/359703
Apartment Building - https://www.turbosquid.com/3d-models/free-house-building-normal-3d-model/1091527
HEMTT - http://www.blendswap.com/blends/view/73766
Tank - https://www.cgtrader.com/free-3d-models/vehicle/military/m2-bradley
Ceiling Lamp - https://www.turbosquid.com/FullPreview/Index.cfm/ID/877817
Sound Assets
Transcend - http://audionautix.com/index.php
FX_Alarm / FX_Generator / FX_Glass_Broke_1 / FX_Lock_1 / FX_Wooden_Box_1 / FX_Wooden_Box_3 - https://forums.unrealengine.com/showthread.php?49316%20%20-FREE-Audio-Pack
Air_Raid_Siren - https://www.freesound.org/people/cocaine/sounds/157463/
Fire_Loop - https://www.freesound.org/people/FractalStudios/sounds/363092/
Fence_Hit - https://www.freesound.org/people/saam18/sounds/255247/
TV_SwitchChannel - https://www.freesound.org/people/deleted_user_7146007/sounds/383737/
Mud_(1-5) - https://www.freesound.org/people/edsward/sounds/367810/
Water - https://www.freesound.org/people/BoxerDave92/sounds/273223/
Wood_(1-5) - https://www.freesound.org/people/NikoMyth/sounds/348140/
Dog_Growl_(1-7) - https://www.freesound.org/people/strongbot/sounds/266897/
Dog_Bark_(1-6) - https://www.freesound.org/people/ivolipa/sounds/332176/ & https://www.freesound.org/people/AdmNaismith/sounds/204773/
Bird_Flap_(1-3) - https://www.freesound.org/people/Elfman-Rox/sounds/238555/
Crow_Caw_(1-8) - https://www.freesound.org/people/Q.K./sounds/56234/ & https://www.freesound.org/people/nigelcoop/sounds/75162/
Light_Buzz_1 - https://www.freesound.org/people/arightwizard/sounds/317542/
Light_Flicker_(1-9) - https://www.freesound.org/people/luiiiiiiii/sounds/202612/
Key_Pickup_(1-2) - https://www.freesound.org/people/cubic.archon/sounds/44195/
Door_Wood_Open - https://www.freesound.org/people/Adam_N/sounds/164524/
All other sounds were produced by the Sound Team or Janina.
Team Formation
Tara McGivern - Team lead, Scrum master, Unreal Developer
Hannah Maher - Visual designer, 3D modeller, Narrative
Andrew Disley - Level designer, Mechanics programmer
Ho Yin Andy Lee – 3d Modeller, Particle creator, UI Designer
Janina Althoefer - Lead Programmer, Sound Lead, Version Control
Michael Donohoe - Narrative
Team Member Role Description
Tara McGivern - Team lead, Scrum master, Unreal Developer
As team lead, I have overseen the entire design and development of Escape with Team CyberDyne. Generally, I am organising team meetings and ensuring the team remains on track with the development schedule. As Scrum master, I ensure the use of agile methodology within Team CyberDyne, this includes creating releases and sprints along with a backlog of tasks. When it came to Unreal development, I worked on a number of features such as in-game menus, level design, post-processing effects etc.
Mahara Portfolio - https://mahara.dkit.ie/view/view.php?t=RMBijwS7hqCAHdG9LpfE
Hannah Maher - Visual designer, 3D modeller, Narrative
As the visual designer, I oversaw and made decisions to do with the game’s overall aesthetic. These decisions ranged from the character designs, level layout and visual flow. I also created the character assets and was in charge of the animations. My secondary role was working on the game’s narrative and developing the game's story and script.
Mahara Portfolio - https://mahara.dkit.ie/view/view.php?t=XjpeAxBsJKNLfITPkrl9
Andrew Disley - Level designer, Mechanics programmer
As the Primary level designer, my job was to create the initial and iterative designs for our various level areas, determining their flow and populating them with assets, obstacles and the more simple, platforming-oriented game play mechanics. The later stages of the project had me focus on the lighting layout of our level, using lights to not only make the level visible, but guide the player and highlight objects and areas of interest.
Mahara Portfolio - https://mahara.dkit.ie/view/view.php?t=NUJohPMgRV2GmZiXYvLr
Ho Yin Andy Lee – 3d Modeller, Particle creator, UI Designer
I was responsible for the particle effects, with developing them and making them look fitting for the game. Assisted in some of the 3d modelling that was befitting of the game's design. As UI designer, the responsibilities included the visual design of the menus and implementing them into the game.
Mahara Portfolio - https://mahara.dkit.ie/view/view.php?t=ay4WYgop8TBCcvxEidIS
Janina Althoefer - Lead Programmer, Sound Lead, Version Control
Being the Lead Programmer included implementing Game Mechanics, customising the Engine to the game's needs, constructing AI enemies as well as providing support with other tasks concerning the game engine. As Sound Lead the responsibilities included revising the Sound Concept, directing and managing the team work with the Sound Team and implementing all sound assets into the game. Setting up and maintaining the online repository was the responsibility of Version Control.
Mahara Portfolio - https://mahara.dkit.ie/view/view.php?t=Y7AIko432KNEM9jmF6Q1
Michael Donohoe - Narrative
Game Proposal
Based off of modern conflict zones, a civil war has just erupted in the fictional city of Sabri. Jarah, a young child has been separated from their family amidst the chaos. Using stealth through the use of their environment, the player will need to successfully navigate past unpredictable enemies in order to Escape!
Target Audience
This game will be targeted towards young adults (16-25 year olds). Often media outlets showcase the grim side of modern-day conflict featuring only death tolls and bombings of urban areas. Escape will aim to offer a fresh perspective on the realities of such conflicts by highlighting the struggles of those who are unwillingly involved in these wars as they seek to find refuge.
Technology
Development Tools and Languages
Unreal Engine -
The game was developed using Unreal Engine 4.14.3 which was the latest stable and complete version at the start of development.
Assisted C++ -
Using Unreal Engine it is still possible to implement features through C++. The engine includes an assisted programming approach which enhances parts of C++ for easier programming.
Audio & Graphics/Modeling/Paint Tools
Audacity -
Used to shorten certain sound assets.
Reaper DAW -
Mixing, Editing of sound effects and audio assets.
3ds Max -
Modelling of level assets and characters.
Mixamo -
Linking animations to the character models.
Support Tools
SourceTree -
Git Client used in combination with the online repository at GitLab.com
Our Process
Project Management –
We are currently using Scrumwise.com to manage our work. This tool allows us to organise tasks each into sprints and releases. Tasks can be allocated to multiple team members.
Scrumwise ensures that no one completes the same task twice.
https://www.scrumwise.com/scrum/#/release-burnup/release/release-3-beta/id-31429-18536-309
Code Control -
To maintain our code via source control, we are using either gitlab.com. This will ensure that everyone on the project will have the latest version of the code.
Gitlab Repo - https://gitlab.com/LadyRei/Escape
Documentation -
Documentation and visual assets are maintained via Google Drive that is accessible by the entire team.
Link to our Google Drive:
https://drive.google.com/open?id=0BwhsvnEfc4DHcVRTY1EwcUNSQm8
Testing - Beta
We used Google Forms to create a questionnaire for our Beta testing. Below is a link to our form, if you wish to view the results, please contact Tara McGivern to be added as a collaborator.
Tutorials
Level sequencer tutorial screenshot.
- Unreal Engine: Level Sequencer Tutorial (https://www.youtube.com/watch?v=O3zeklh9mSg) - This short but insightful tutorial covers all the basics for the Unreal Level Sequencer. By the end of the tutorial, the user will be able to create sequences by manipulating a camera through key frames. This feature can be useful for creating cut-scenes, establishing narrative etc.
- Mixamo and UE4 - Third Person Setup (https://www.mixamo.com/workflows/unreal) - This tutorial covers all the essentials of using Mixamo to animate a model and importing those animations into Unreal. While setup in the tutorial is intended for a Third Person map, it's easily translated to other map types.
- Creating a collision model and export it (https://www.youtube.com/watch?v=7y9X763c1qU) - This tutorial covers how to create a collision model in 3ds Max and exporting it into Unreal Engine 4 using a wall with a doorway as an example. This video shows the creation of the collision model while the following video shows the importing of the model into Unreal Engine 4. This tutorial can be used for any 3D model.
- Introduction to Assisted C++ (https://docs.unrealengine.com/latest/INT/Programming/Introduction/index.html) - This web page outlines the workflow of programming in C++ using the Unreal Engine. Since the engine features "assisted C++" which makes C++ easier for developers the syntax and requirements to the code differ from standard C++ programming.
- Unreal Behavior Trees (https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/index.html) - This tutorial covers the basics in AI Behavior Trees, the setup of variables and simple tasks. From this the basic concept and workflow in creating AI behaviour is explained.